mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
293 lines
10 KiB
C++
293 lines
10 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_postprocess.h"
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#include "vulkan/shaders/vk_shader.h"
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#include <zvulkan/vulkanswapchain.h>
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#include <zvulkan/vulkanbuilders.h>
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#include "vulkan/system/vk_renderdevice.h"
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#include "vulkan/system/vk_hwbuffer.h"
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#include "vulkan/system/vk_commandbuffer.h"
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#include "vulkan/renderer/vk_renderstate.h"
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#include "vulkan/renderer/vk_pprenderstate.h"
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#include "vulkan/shaders/vk_ppshader.h"
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#include "vulkan/textures/vk_pptexture.h"
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#include "vulkan/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_imagetransition.h"
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#include "vulkan/textures/vk_texture.h"
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#include "vulkan/textures/vk_framebuffer.h"
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#include "hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hw_vrmodes.h"
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#include "flatvertices.h"
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#include "r_videoscale.h"
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EXTERN_CVAR(Int, gl_dither_bpc)
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VkPostprocess::VkPostprocess(VulkanRenderDevice* fb) : fb(fb)
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{
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}
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VkPostprocess::~VkPostprocess()
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{
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}
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void VkPostprocess::SetActiveRenderTarget()
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{
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auto buffers = fb->GetBuffers();
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VkImageTransition()
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.AddImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false)
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.AddImage(&buffers->PipelineDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
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.Execute(fb->GetCommands()->GetDrawCommands());
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], buffers->PipelineDepthStencil.View.get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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}
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate(fb);
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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SetActiveRenderTarget();
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afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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}
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void VkPostprocess::BlitSceneToPostprocess()
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{
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fb->GetRenderState()->EndRenderPass();
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auto buffers = fb->GetBuffers();
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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mCurrentPipelineImage = 0;
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VkImageTransition()
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.AddImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false)
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.AddImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true)
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.Execute(fb->GetCommands()->GetDrawCommands());
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if (buffers->GetSceneSamples() != VK_SAMPLE_COUNT_1_BIT)
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{
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auto sceneColor = buffers->SceneColor.Image.get();
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VkImageResolve resolve = {};
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resolve.srcOffset = { 0, 0, 0 };
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resolve.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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resolve.srcSubresource.mipLevel = 0;
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resolve.srcSubresource.baseArrayLayer = 0;
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resolve.srcSubresource.layerCount = 1;
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resolve.dstOffset = { 0, 0, 0 };
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resolve.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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resolve.dstSubresource.mipLevel = 0;
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resolve.dstSubresource.baseArrayLayer = 0;
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resolve.dstSubresource.layerCount = 1;
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resolve.extent = { (uint32_t)sceneColor->width, (uint32_t)sceneColor->height, 1 };
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cmdbuffer->resolveImage(
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sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &resolve);
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}
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else
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{
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auto sceneColor = buffers->SceneColor.Image.get();
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VkImageBlit blit = {};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = 0;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = 0;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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cmdbuffer->blitImage(
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sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &blit, VK_FILTER_NEAREST);
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}
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}
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void VkPostprocess::ImageTransitionScene(bool undefinedSrcLayout)
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{
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auto buffers = fb->GetBuffers();
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VkImageTransition()
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.AddImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout)
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.AddImage(&buffers->SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout)
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.AddImage(&buffers->SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout)
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.AddImage(&buffers->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, undefinedSrcLayout)
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.Execute(fb->GetCommands()->GetDrawCommands());
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}
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void VkPostprocess::BlitCurrentToImage(VkTextureImage *dstimage, VkImageLayout finallayout)
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{
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fb->GetRenderState()->EndRenderPass();
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auto srcimage = &fb->GetBuffers()->PipelineImage[mCurrentPipelineImage];
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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VkImageTransition()
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.AddImage(srcimage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false)
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.AddImage(dstimage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true)
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.Execute(cmdbuffer);
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VkImageBlit blit = {};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { srcimage->Image->width, srcimage->Image->height, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = 0;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { dstimage->Image->width, dstimage->Image->height, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = 0;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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cmdbuffer->blitImage(
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srcimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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dstimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &blit, VK_FILTER_NEAREST);
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VkImageTransition()
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.AddImage(dstimage, finallayout, false)
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.Execute(cmdbuffer);
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}
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void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot)
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{
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VkPPRenderState renderstate(fb);
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if (!screenshot) // Already applied as we are actually copying the last frame here (GetScreenshotBuffer is called after swap)
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hw_postprocess.customShaders.Run(&renderstate, "screen");
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PresentUniforms uniforms;
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if (!applyGamma)
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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>(vid_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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if (screenshot)
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{
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uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
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uniforms.Offset = { 0.0f, 0.0f };
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}
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else
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{
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uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
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uniforms.Offset = { 0.0f, 1.0f };
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}
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if (applyGamma && fb->GetFramebufferManager()->SwapChain->Format().colorSpace == VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT && !screenshot)
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{
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uniforms.HdrMode = 1;
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}
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else
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{
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uniforms.HdrMode = 0;
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}
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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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renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
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renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat);
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if (screenshot)
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renderstate.SetOutputNext();
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else
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renderstate.SetOutputSwapChain();
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renderstate.SetNoBlend();
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renderstate.Draw();
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}
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void VkPostprocess::AmbientOccludeScene(float m5)
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{
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate(fb);
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hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
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ImageTransitionScene(false);
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}
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void VkPostprocess::BlurScene(float gameinfobluramount)
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{
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate(fb);
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auto vrmode = VRMode::GetVRMode(true);
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int eyeCount = vrmode->mEyeCount;
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for (int i = 0; i < eyeCount; ++i)
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{
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hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
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if (eyeCount - i > 1) NextEye(eyeCount);
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}
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}
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void VkPostprocess::ClearTonemapPalette()
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{
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hw_postprocess.tonemap.ClearTonemapPalette();
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}
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void VkPostprocess::UpdateShadowMap()
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{
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if (screen->mShadowMap.PerformUpdate())
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{
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VkPPRenderState renderstate(fb);
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hw_postprocess.shadowmap.Update(&renderstate);
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VkImageTransition()
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.AddImage(&fb->GetTextureManager()->Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
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.Execute(fb->GetCommands()->GetDrawCommands());
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screen->mShadowMap.FinishUpdate();
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}
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}
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void VkPostprocess::NextEye(int eyeCount)
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{
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}
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