- implement custom post process shaders for vulkan backend

This commit is contained in:
Magnus Norddahl 2019-04-08 00:47:55 +02:00
parent d1378364b5
commit d114575bd1
5 changed files with 250 additions and 10 deletions

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@ -32,7 +32,7 @@
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "textures/bitmap.h"
CVAR(Bool, gl_custompost, true, 0)
EXTERN_CVAR(Bool, gl_custompost)
namespace OpenGLRenderer
{

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@ -3,6 +3,7 @@
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include <random>
Postprocess hw_postprocess;
@ -805,3 +806,203 @@ void PPShadowMap::Update(PPRenderState *renderstate)
renderstate->SetNoBlend();
renderstate->Draw();
}
/////////////////////////////////////////////////////////////////////////////
CVAR(Bool, gl_custompost, true, 0)
void PPCustomShaders::Run(PPRenderState *renderstate, FString target)
{
if (!gl_custompost)
return;
CreateShaders();
for (auto &shader : mShaders)
{
if (shader->Desc->Target == target && shader->Desc->Enabled)
{
shader->Run(renderstate);
}
}
}
void PPCustomShaders::CreateShaders()
{
if (mShaders.size() == PostProcessShaders.Size())
return;
mShaders.clear();
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
mShaders.push_back(std::make_unique<PPCustomShaderInstance>(&PostProcessShaders[i]));
}
}
/////////////////////////////////////////////////////////////////////////////
PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc)
{
// Build an uniform block to be used as input
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
size_t offset = 0;
while (it.NextPair(pair))
{
FString type;
FString name = pair->Key;
switch (pair->Value.Type)
{
case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3); break;
default: break;
}
}
UniformStructSize = ((int)offset + 15) / 16 * 16;
// Build the input textures
FString uniformTextures;
uniformTextures += "layout(binding=0) uniform sampler2D InputTexture;\n";
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
TMap<FString, FString>::Pair *pairTextures;
int binding = 1;
while (itTextures.NextPair(pairTextures))
{
uniformTextures.AppendFormat("layout(binding=%d) uniform sampler2D %s;\n", binding++, pairTextures->Key.GetChars());
}
// Setup pipeline
FString pipelineInOut;
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
FString prolog;
prolog += uniformTextures;
prolog += pipelineInOut;
Shader = PPShader(Desc->ShaderLumpName, prolog, Fields);
}
void PPCustomShaderInstance::Run(PPRenderState *renderstate)
{
renderstate->Clear();
renderstate->Shader = &Shader;
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetNoBlend();
renderstate->SetOutputNext();
//renderstate->SetDebugName(Desc->ShaderLumpName.GetChars());
SetTextures(renderstate);
SetUniforms(renderstate);
renderstate->Draw();
}
void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
{
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
int textureIndex = 1;
TMap<FString, FString>::Iterator it(Desc->Textures);
TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair))
{
FString name = pair->Value;
FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
if (tex && tex->isValid())
{
// Why does this completely circumvent the normal way of handling textures?
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
//
// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
auto &pptex = Textures[tex];
if (!pptex)
{
auto buffer = tex->CreateTexBuffer(0);
std::shared_ptr<void> data(new uint32_t[buffer.mWidth * buffer.mHeight], [](void *p) { delete[](uint32_t*)p; });
int count = buffer.mWidth * buffer.mHeight;
uint8_t *pixels = (uint8_t *)data.get();
for (int i = 0; i < count; i++)
{
int pos = i << 2;
pixels[pos] = buffer.mBuffer[pos + 2];
pixels[pos + 1] = buffer.mBuffer[pos + 1];
pixels[pos + 2] = buffer.mBuffer[pos];
pixels[pos + 3] = buffer.mBuffer[pos + 3];
}
pptex = std::make_unique<PPTexture>(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data);
}
renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear);
textureIndex++;
}
}
}
void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
{
TArray<uint8_t> uniforms;
uniforms.Resize(UniformStructSize);
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
auto it2 = FieldOffset.find(pair->Key);
if (it2 != FieldOffset.end())
{
uint8_t *dst = &uniforms[it2->second];
float fValues[4];
int iValues[4];
switch (pair->Value.Type)
{
case PostProcessUniformType::Float:
fValues[0] = (float)pair->Value.Values[0];
memcpy(dst, fValues, sizeof(float));
break;
case PostProcessUniformType::Int:
iValues[0] = (int)pair->Value.Values[0];
memcpy(dst, iValues, sizeof(int));
break;
case PostProcessUniformType::Vec2:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
memcpy(dst, fValues, sizeof(float) * 2);
break;
case PostProcessUniformType::Vec3:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
fValues[2] = (float)pair->Value.Values[2];
memcpy(dst, fValues, sizeof(float) * 3);
break;
default:
break;
}
}
}
renderstate->Uniforms.Data = uniforms;
}
void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize)
{
size_t alignment = fieldsize;
offset = (offset + alignment - 1) / alignment * alignment;
FieldOffset[name] = offset;
auto name2 = std::make_unique<FString>(name);
FieldNames.push_back(std::move(name2));
Fields.push_back({ name2->GetChars(), type, offset });
offset += fieldsize;
}

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@ -2,6 +2,9 @@
#include "hwrenderer/data/shaderuniforms.h"
#include <memory>
#include <map>
struct PostProcessShader;
typedef FRenderStyle PPBlendMode;
typedef IntRect PPViewport;
@ -292,7 +295,7 @@ public:
class PPShader : public PPResource
{
public:
PPShader() { }
PPShader() = default;
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }
void ResetBackend() override { Backend.reset(); }
@ -777,6 +780,40 @@ private:
PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
};
class PPCustomShaderInstance
{
public:
PPCustomShaderInstance(PostProcessShader *desc);
void Run(PPRenderState *renderstate);
PostProcessShader *Desc = nullptr;
private:
void CreateShaders();
void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize);
void SetTextures(PPRenderState *renderstate);
void SetUniforms(PPRenderState *renderstate);
PPShader Shader;
int UniformStructSize = 0;
std::vector<UniformFieldDesc> Fields;
std::vector<std::unique_ptr<FString>> FieldNames;
std::map<FTexture*, std::unique_ptr<PPTexture>> Textures;
std::map<FString, size_t> FieldOffset;
};
class PPCustomShaders
{
public:
void Run(PPRenderState *renderstate, FString target);
private:
void CreateShaders();
std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
};
/////////////////////////////////////////////////////////////////////////////
class Postprocess
@ -791,6 +828,7 @@ public:
PPAmbientOcclusion ssao;
PPPresent present;
PPShadowMap shadowmap;
PPCustomShaders customShaders;
};
extern Postprocess hw_postprocess;

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@ -46,7 +46,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
VkPPRenderState renderstate;
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
//mCustomPostProcessShaders->Run("beforebloom");
hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
SetActiveRenderTarget();
@ -56,7 +56,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
hw_postprocess.colormap.Render(&renderstate, fixedcm);
hw_postprocess.lens.Render(&renderstate);
hw_postprocess.fxaa.Render(&renderstate);
//mCustomPostProcessShaders->Run("scene");
hw_postprocess.customShaders.Run(&renderstate, "scene");
}
void VkPostprocess::BlitSceneToPostprocess()
@ -175,6 +175,9 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
{
auto fb = GetVulkanFrameBuffer();
VkPPRenderState renderstate;
hw_postprocess.customShaders.Run(&renderstate, "screen");
PresentUniforms uniforms;
if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
{
@ -200,7 +203,7 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
uniforms.InvGamma *= 2.2f;
}
VkPPRenderState renderstate;
renderstate.Clear();
renderstate.Shader = &hw_postprocess.present.Present;
renderstate.Uniforms.Set(uniforms);
renderstate.Viewport = box;
@ -266,8 +269,6 @@ void VkPostprocess::UpdateShadowMap()
void VkPostprocess::BeginFrame()
{
mFrameDescriptorSets.clear();
if (!mDescriptorPool)
{
DescriptorPoolBuilder builder;
@ -533,8 +534,9 @@ VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, c
write.updateSets(fb->device);
imageTransition.execute(fb->GetDrawCommands());
pp->mFrameDescriptorSets.push_back(std::move(descriptors));
return pp->mFrameDescriptorSets.back().get();
VulkanDescriptorSet *set = descriptors.get();
fb->FrameDeleteList.Descriptors.push_back(std::move(descriptors));
return set;
}
VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight)

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@ -78,7 +78,6 @@ private:
std::array<std::unique_ptr<VulkanSampler>, 16> mSamplers;
std::map<VkPPRenderPassKey, std::unique_ptr<VkPPRenderPassSetup>> mRenderPassSetup;
std::unique_ptr<VulkanDescriptorPool> mDescriptorPool;
std::vector<std::unique_ptr<VulkanDescriptorSet>> mFrameDescriptorSets;
int mCurrentPipelineImage = 0;
friend class VkPPRenderState;