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https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 21:41:03 +00:00
- hook up the present shader
This commit is contained in:
parent
30756ec112
commit
0679b493ec
7 changed files with 180 additions and 37 deletions
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@ -16,6 +16,7 @@ Postprocess::Postprocess()
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Managers.Push(new PPColormap());
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Managers.Push(new PPTonemap());
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Managers.Push(new PPAmbientOcclusion());
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Managers.Push(new PPPresent());
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}
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Postprocess::~Postprocess()
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@ -854,3 +855,40 @@ void PPAmbientOcclusion::UpdateSteps()
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hw_postprocess.Effects["AmbientOccludeScene"] = steps;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPPresent::DeclareShaders()
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{
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hw_postprocess.Shaders["Present"] = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() };
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hw_postprocess.Shaders["Present.Checker3D"] = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() };
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hw_postprocess.Shaders["Present.Column3D"] = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() };
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hw_postprocess.Shaders["Present.Row3D"] = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() };
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}
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void PPPresent::UpdateTextures()
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{
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auto &tex = hw_postprocess.Textures["PresentDither"];
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if (!tex.Data)
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{
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static const float data[64] =
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{
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.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
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.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
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.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
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.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
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.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
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.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
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.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
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.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
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};
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std::shared_ptr<void> pixels(new float[64], [](void *p) { delete[](float*)p; });
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memcpy(pixels.get(), data, 64 * sizeof(float));
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tex = { 8, 8, PixelFormat::R32f, pixels };
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}
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}
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void PPPresent::UpdateSteps()
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{
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}
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@ -11,7 +11,7 @@ typedef IntRect PPViewport;
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enum class PPFilterMode { Nearest, Linear };
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enum class PPWrapMode { Clamp, Repeat };
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enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth };
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enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth, SwapChain };
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class PPTextureInput
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{
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@ -144,6 +144,12 @@ public:
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Output.Texture = "";
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}
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void SetOutputSwapChain()
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{
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Output.Type = PPTextureType::SwapChain;
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Output.Texture = "";
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}
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void SetNoBlend()
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{
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BlendMode.BlendOp = STYLEOP_Add;
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@ -597,3 +603,39 @@ private:
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enum { NumAmbientRandomTextures = 3 };
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PPTextureName AmbientRandomTexture[NumAmbientRandomTextures];
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};
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struct PresentUniforms
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{
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float InvGamma;
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float Contrast;
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float Brightness;
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float Saturation;
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int GrayFormula;
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int WindowPositionParity; // top-of-window might not be top-of-screen
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FVector2 Scale;
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float ColorScale;
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float Padding1, Padding2, Padding3;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "InvGamma", UniformType::Float, offsetof(PresentUniforms, InvGamma) },
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{ "Contrast", UniformType::Float, offsetof(PresentUniforms, Contrast) },
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{ "Brightness", UniformType::Float, offsetof(PresentUniforms, Brightness) },
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{ "Saturation", UniformType::Float, offsetof(PresentUniforms, Saturation) },
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{ "GrayFormula", UniformType::Int, offsetof(PresentUniforms, GrayFormula) },
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{ "WindowPositionParity", UniformType::Int, offsetof(PresentUniforms, WindowPositionParity) },
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{ "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) },
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{ "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) },
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};
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}
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};
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class PPPresent : public PPEffectManager
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{
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public:
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void DeclareShaders() override;
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void UpdateTextures() override;
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void UpdateSteps() override;
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};
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@ -30,7 +30,7 @@
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void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
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mShader.reset(screen->CreateShaderProgram());
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
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@ -2,6 +2,7 @@
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#define __GL_PRESENTSHADER_H
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#include "hwrenderer/postprocessing/hw_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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class FPresentShaderBase
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{
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@ -9,35 +10,7 @@ public:
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virtual ~FPresentShaderBase() {}
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virtual void Bind(IRenderQueue *q) = 0;
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struct UniformBlock
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{
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float InvGamma;
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float Contrast;
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float Brightness;
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float Saturation;
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int GrayFormula;
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int WindowPositionParity; // top-of-window might not be top-of-screen
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FVector2 Scale;
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float ColorScale;
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float Padding1, Padding2, Padding3;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "InvGamma", UniformType::Float, offsetof(UniformBlock, InvGamma) },
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{ "Contrast", UniformType::Float, offsetof(UniformBlock, Contrast) },
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{ "Brightness", UniformType::Float, offsetof(UniformBlock, Brightness) },
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{ "Saturation", UniformType::Float, offsetof(UniformBlock, Saturation) },
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{ "GrayFormula", UniformType::Int, offsetof(UniformBlock, GrayFormula) },
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{ "WindowPositionParity", UniformType::Int, offsetof(UniformBlock, WindowPositionParity) },
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{ "UVScale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
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{ "ColorScale", UniformType::Float, offsetof(UniformBlock, ColorScale) },
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};
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}
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};
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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ShaderUniforms<PresentUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
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protected:
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virtual void Init(const char * vtx_shader_name, const char * program_name);
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@ -5,6 +5,7 @@
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/system/vk_framebuffer.h"
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#include "vulkan/system/vk_buffers.h"
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#include "vulkan/system/vk_swapchain.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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@ -14,6 +15,8 @@
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#include "r_videoscale.h"
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#include "w_wad.h"
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EXTERN_CVAR(Int, gl_dither_bpc)
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VkPostprocess::VkPostprocess()
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{
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}
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@ -49,6 +52,53 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
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//mCustomPostProcessShaders->Run("scene");
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}
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void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool clearBorders)
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{
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auto fb = GetVulkanFrameBuffer();
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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CompileEffectShaders();
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UpdateEffectTextures();
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PresentUniforms uniforms;
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if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
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{
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uniforms.InvGamma = 1.0f;
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uniforms.Contrast = 1.0f;
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uniforms.Brightness = 0.0f;
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uniforms.Saturation = 1.0f;
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}
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else
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{
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uniforms.InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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uniforms.Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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uniforms.Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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uniforms.Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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uniforms.GrayFormula = static_cast<int>(gl_satformula);
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}
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uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
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PPStep step;
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step.ShaderName = "Present";
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step.Uniforms.Set(uniforms);
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step.Viewport = box;
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//step.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
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step.SetInputSceneColor(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
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step.SetInputTexture(1, "PresentDither", PPFilterMode::Nearest, PPWrapMode::Repeat);
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step.SetOutputSwapChain();
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step.SetNoBlend();
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//if (clearBorders) step.SetClearBorders();
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TArray<PPStep> steps;
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steps.Push(step);
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hw_postprocess.Effects["Present"] = steps;
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RenderEffect("Present");
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}
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void VkPostprocess::AmbientOccludeScene(float m5)
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{
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auto fb = GetVulkanFrameBuffer();
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@ -342,7 +392,7 @@ VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, cons
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TextureImage tex = GetTexture(output.Type, output.Texture);
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if (*tex.layout != VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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if (tex.layout && *tex.layout != VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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{
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PipelineBarrier barrier;
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barrier.addImage(tex.image, *tex.layout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
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@ -350,13 +400,28 @@ VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, cons
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*tex.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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auto &framebuffer = passSetup->Framebuffers[tex.view];
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VkImageView view;
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int w, h;
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if (tex.view)
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{
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view = tex.view->view;
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w = tex.image->width;
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h = tex.image->height;
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}
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else
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{
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view = fb->device->swapChain->swapChainImageViews[fb->device->presentImageIndex];
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w = fb->device->swapChain->actualExtent.width;
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h = fb->device->swapChain->actualExtent.height;
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}
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auto &framebuffer = passSetup->Framebuffers[view];
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if (!framebuffer)
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{
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FramebufferBuilder builder;
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builder.setRenderPass(passSetup->RenderPass.get());
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builder.setSize(tex.image->width, tex.image->height);
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builder.addAttachment(tex.view);
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builder.setSize(w, h);
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builder.addAttachment(view);
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framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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}
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@ -410,6 +475,12 @@ VkPostprocess::TextureImage VkPostprocess::GetTexture(const PPTextureType &type,
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tex.layout = &fb->GetBuffers()->SceneDepthStencilLayout;
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}
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#endif
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else if (type == PPTextureType::SwapChain)
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{
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tex.image = nullptr;
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tex.view = nullptr;
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tex.layout = nullptr;
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}
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else
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{
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I_FatalError("VkPostprocess::GetTexture not implemented yet for this texture type");
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@ -443,6 +514,9 @@ void VkPostprocess::NextEye(int eyeCount)
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VkPPRenderPassSetup::VkPPRenderPassSetup(const VkPPRenderPassKey &key)
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{
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CreateDescriptorLayout(key);
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CreatePipelineLayout(key);
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CreateRenderPass(key);
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CreatePipeline(key);
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}
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void VkPPRenderPassSetup::CreateDescriptorLayout(const VkPPRenderPassKey &key)
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@ -43,6 +43,8 @@ public:
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void BlurScene(float gameinfobluramount);
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void ClearTonemapPalette();
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void DrawPresentTexture(const IntRect &box, bool applyGamma, bool clearBorders);
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private:
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void UpdateEffectTextures();
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void CompileEffectShaders();
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@ -98,7 +100,7 @@ public:
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std::unique_ptr<VulkanPipelineLayout> PipelineLayout;
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std::unique_ptr<VulkanRenderPass> RenderPass;
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std::unique_ptr<VulkanPipeline> Pipeline;
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std::map<VulkanImageView *, std::unique_ptr<VulkanFramebuffer>> Framebuffers;
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std::map<VkImageView, std::unique_ptr<VulkanFramebuffer>> Framebuffers;
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private:
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void CreateDescriptorLayout(const VkPPRenderPassKey &key);
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@ -156,7 +156,8 @@ void VulkanFrameBuffer::Update()
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mRenderState->EndRenderPass();
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//DrawPresentTexture(mOutputLetterbox, true);
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mPostprocess->DrawPresentTexture(mOutputLetterbox, true, true);
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#if 0
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{
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auto sceneColor = mScreenBuffers->SceneColor.get();
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@ -188,6 +189,7 @@ void VulkanFrameBuffer::Update()
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barrier1.addImage(device->swapChain->swapChainImages[device->presentImageIndex], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, VK_ACCESS_TRANSFER_WRITE_BIT, 0);
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barrier1.execute(GetDrawCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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}
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#endif
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mDrawCommands->end();
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@ -554,14 +556,26 @@ void VulkanFrameBuffer::UnbindTexUnit(int no)
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void VulkanFrameBuffer::TextureFilterChanged()
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{
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if (mSamplerManager)
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{
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// Destroy the texture descriptors as they used the old samplers
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for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
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cur->Reset();
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mSamplerManager->SetTextureFilterMode();
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}
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}
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void VulkanFrameBuffer::BlurScene(float amount)
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{
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if (mPostprocess)
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mPostprocess->BlurScene(amount);
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}
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void VulkanFrameBuffer::UpdatePalette()
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{
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if (mPostprocess)
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mPostprocess->ClearTonemapPalette();
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}
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void VulkanFrameBuffer::BeginFrame()
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