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- implement custom post process shaders for vulkan backend
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d1378364b5
commit
d114575bd1
5 changed files with 250 additions and 10 deletions
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@ -32,7 +32,7 @@
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "textures/bitmap.h"
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CVAR(Bool, gl_custompost, true, 0)
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EXTERN_CVAR(Bool, gl_custompost)
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namespace OpenGLRenderer
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{
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@ -3,6 +3,7 @@
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#include "hw_postprocess.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include <random>
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Postprocess hw_postprocess;
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@ -805,3 +806,203 @@ void PPShadowMap::Update(PPRenderState *renderstate)
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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/////////////////////////////////////////////////////////////////////////////
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CVAR(Bool, gl_custompost, true, 0)
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void PPCustomShaders::Run(PPRenderState *renderstate, FString target)
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{
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if (!gl_custompost)
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return;
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CreateShaders();
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for (auto &shader : mShaders)
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{
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if (shader->Desc->Target == target && shader->Desc->Enabled)
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{
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shader->Run(renderstate);
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}
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}
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}
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void PPCustomShaders::CreateShaders()
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{
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if (mShaders.size() == PostProcessShaders.Size())
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return;
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mShaders.clear();
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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mShaders.push_back(std::make_unique<PPCustomShaderInstance>(&PostProcessShaders[i]));
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc)
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{
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// Build an uniform block to be used as input
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TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
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TMap<FString, PostProcessUniformValue>::Pair *pair;
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size_t offset = 0;
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while (it.NextPair(pair))
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{
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FString type;
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FString name = pair->Key;
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switch (pair->Value.Type)
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{
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case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
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case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
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case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
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case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3); break;
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default: break;
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}
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}
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UniformStructSize = ((int)offset + 15) / 16 * 16;
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// Build the input textures
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FString uniformTextures;
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uniformTextures += "layout(binding=0) uniform sampler2D InputTexture;\n";
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TMap<FString, FString>::Iterator itTextures(Desc->Textures);
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TMap<FString, FString>::Pair *pairTextures;
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int binding = 1;
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while (itTextures.NextPair(pairTextures))
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{
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uniformTextures.AppendFormat("layout(binding=%d) uniform sampler2D %s;\n", binding++, pairTextures->Key.GetChars());
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}
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// Setup pipeline
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FString pipelineInOut;
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pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
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pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
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FString prolog;
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prolog += uniformTextures;
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prolog += pipelineInOut;
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Shader = PPShader(Desc->ShaderLumpName, prolog, Fields);
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}
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void PPCustomShaderInstance::Run(PPRenderState *renderstate)
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{
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renderstate->Clear();
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renderstate->Shader = &Shader;
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renderstate->Viewport = screen->mScreenViewport;
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renderstate->SetNoBlend();
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renderstate->SetOutputNext();
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//renderstate->SetDebugName(Desc->ShaderLumpName.GetChars());
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SetTextures(renderstate);
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SetUniforms(renderstate);
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renderstate->Draw();
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}
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void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
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{
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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int textureIndex = 1;
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TMap<FString, FString>::Iterator it(Desc->Textures);
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TMap<FString, FString>::Pair *pair;
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while (it.NextPair(pair))
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{
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FString name = pair->Value;
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FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
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if (tex && tex->isValid())
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{
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// Why does this completely circumvent the normal way of handling textures?
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// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
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//
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// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
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auto &pptex = Textures[tex];
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if (!pptex)
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{
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auto buffer = tex->CreateTexBuffer(0);
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std::shared_ptr<void> data(new uint32_t[buffer.mWidth * buffer.mHeight], [](void *p) { delete[](uint32_t*)p; });
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int count = buffer.mWidth * buffer.mHeight;
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uint8_t *pixels = (uint8_t *)data.get();
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for (int i = 0; i < count; i++)
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{
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int pos = i << 2;
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pixels[pos] = buffer.mBuffer[pos + 2];
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pixels[pos + 1] = buffer.mBuffer[pos + 1];
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pixels[pos + 2] = buffer.mBuffer[pos];
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pixels[pos + 3] = buffer.mBuffer[pos + 3];
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}
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pptex = std::make_unique<PPTexture>(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data);
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}
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renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear);
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textureIndex++;
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}
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}
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}
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void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
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{
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TArray<uint8_t> uniforms;
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uniforms.Resize(UniformStructSize);
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TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
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TMap<FString, PostProcessUniformValue>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto it2 = FieldOffset.find(pair->Key);
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if (it2 != FieldOffset.end())
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{
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uint8_t *dst = &uniforms[it2->second];
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float fValues[4];
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int iValues[4];
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switch (pair->Value.Type)
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{
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case PostProcessUniformType::Float:
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fValues[0] = (float)pair->Value.Values[0];
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memcpy(dst, fValues, sizeof(float));
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break;
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case PostProcessUniformType::Int:
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iValues[0] = (int)pair->Value.Values[0];
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memcpy(dst, iValues, sizeof(int));
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break;
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case PostProcessUniformType::Vec2:
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fValues[0] = (float)pair->Value.Values[0];
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fValues[1] = (float)pair->Value.Values[1];
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memcpy(dst, fValues, sizeof(float) * 2);
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break;
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case PostProcessUniformType::Vec3:
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fValues[0] = (float)pair->Value.Values[0];
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fValues[1] = (float)pair->Value.Values[1];
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fValues[2] = (float)pair->Value.Values[2];
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memcpy(dst, fValues, sizeof(float) * 3);
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break;
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default:
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break;
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}
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}
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}
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renderstate->Uniforms.Data = uniforms;
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}
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void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize)
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{
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size_t alignment = fieldsize;
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offset = (offset + alignment - 1) / alignment * alignment;
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FieldOffset[name] = offset;
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auto name2 = std::make_unique<FString>(name);
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FieldNames.push_back(std::move(name2));
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Fields.push_back({ name2->GetChars(), type, offset });
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offset += fieldsize;
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}
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@ -2,6 +2,9 @@
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#include "hwrenderer/data/shaderuniforms.h"
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#include <memory>
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#include <map>
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struct PostProcessShader;
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typedef FRenderStyle PPBlendMode;
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typedef IntRect PPViewport;
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@ -292,7 +295,7 @@ public:
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class PPShader : public PPResource
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{
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public:
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PPShader() { }
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PPShader() = default;
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PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }
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void ResetBackend() override { Backend.reset(); }
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PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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};
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class PPCustomShaderInstance
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{
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public:
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PPCustomShaderInstance(PostProcessShader *desc);
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void Run(PPRenderState *renderstate);
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PostProcessShader *Desc = nullptr;
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private:
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void CreateShaders();
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void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize);
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void SetTextures(PPRenderState *renderstate);
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void SetUniforms(PPRenderState *renderstate);
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PPShader Shader;
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int UniformStructSize = 0;
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std::vector<UniformFieldDesc> Fields;
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std::vector<std::unique_ptr<FString>> FieldNames;
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std::map<FTexture*, std::unique_ptr<PPTexture>> Textures;
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std::map<FString, size_t> FieldOffset;
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};
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class PPCustomShaders
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{
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public:
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void Run(PPRenderState *renderstate, FString target);
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private:
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void CreateShaders();
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std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
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};
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/////////////////////////////////////////////////////////////////////////////
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class Postprocess
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PPAmbientOcclusion ssao;
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PPPresent present;
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PPShadowMap shadowmap;
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PPCustomShaders customShaders;
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};
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extern Postprocess hw_postprocess;
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@ -46,7 +46,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
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VkPPRenderState renderstate;
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hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
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//mCustomPostProcessShaders->Run("beforebloom");
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hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
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hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
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SetActiveRenderTarget();
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hw_postprocess.colormap.Render(&renderstate, fixedcm);
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hw_postprocess.lens.Render(&renderstate);
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hw_postprocess.fxaa.Render(&renderstate);
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//mCustomPostProcessShaders->Run("scene");
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hw_postprocess.customShaders.Run(&renderstate, "scene");
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}
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void VkPostprocess::BlitSceneToPostprocess()
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@ -175,6 +175,9 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
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{
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auto fb = GetVulkanFrameBuffer();
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VkPPRenderState renderstate;
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hw_postprocess.customShaders.Run(&renderstate, "screen");
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PresentUniforms uniforms;
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if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
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{
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uniforms.InvGamma *= 2.2f;
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}
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VkPPRenderState renderstate;
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renderstate.Clear();
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renderstate.Shader = &hw_postprocess.present.Present;
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renderstate.Uniforms.Set(uniforms);
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renderstate.Viewport = box;
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@ -266,8 +269,6 @@ void VkPostprocess::UpdateShadowMap()
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void VkPostprocess::BeginFrame()
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{
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mFrameDescriptorSets.clear();
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if (!mDescriptorPool)
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{
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DescriptorPoolBuilder builder;
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@ -533,8 +534,9 @@ VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, c
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write.updateSets(fb->device);
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imageTransition.execute(fb->GetDrawCommands());
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pp->mFrameDescriptorSets.push_back(std::move(descriptors));
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return pp->mFrameDescriptorSets.back().get();
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VulkanDescriptorSet *set = descriptors.get();
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fb->FrameDeleteList.Descriptors.push_back(std::move(descriptors));
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return set;
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}
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VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight)
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@ -78,7 +78,6 @@ private:
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std::array<std::unique_ptr<VulkanSampler>, 16> mSamplers;
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std::map<VkPPRenderPassKey, std::unique_ptr<VkPPRenderPassSetup>> mRenderPassSetup;
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std::unique_ptr<VulkanDescriptorPool> mDescriptorPool;
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std::vector<std::unique_ptr<VulkanDescriptorSet>> mFrameDescriptorSets;
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int mCurrentPipelineImage = 0;
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friend class VkPPRenderState;
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