VideoCommon: enhance 'CustomResourceManager' for post processing

This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB).  The flow is similar to the normal draw material but distinguishes itself by not needing a UID.  The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
This commit is contained in:
iwubcode
2025-11-17 18:32:47 -06:00
parent 6ba2d2e081
commit 2d8f955851
6 changed files with 407 additions and 84 deletions

View File

@@ -10,6 +10,7 @@
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PipelineUtils.h"
#include "VideoCommon/PixelShaderGen.h"
@@ -20,20 +21,223 @@ namespace VideoCommon
{
namespace
{
std::unique_ptr<AbstractShader>
CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config)
// TODO: the uniform buffer is combined due to the utility path only having a single
// set of constants, this isn't ideal (both for the end user, where it's more readable
// to see 'custom_uniforms' before variables and from Dolphin because the
// standard uniforms have to be packed with the custom ones
void GeneratePostProcessUniformOutput(ShaderCode& shader_source, std::string_view block_name,
std::string_view uniforms)
{
const ShaderCode source_code =
GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
fmt::format("Geometry shader: {}", *uid.GetUidData()));
shader_source.Write("UBO_BINDING(std140, 1) uniform {} {{\n", block_name);
shader_source.Write("\tvec4 source_resolution;\n");
shader_source.Write("\tvec4 target_resolution;\n");
shader_source.Write("\tvec4 window_resolution;\n");
shader_source.Write("\tvec4 source_region;\n");
shader_source.Write("\tint source_layer;\n");
shader_source.Write("\tint source_layer_pad1;\n");
shader_source.Write("\tint source_layer_pad2;\n");
shader_source.Write("\tint source_layer_pad3;\n");
shader_source.Write("\tuint time;\n");
shader_source.Write("\tuint time_pad1;\n");
shader_source.Write("\tuint time_pad2;\n");
shader_source.Write("\tuint time_pad3;\n");
shader_source.Write("\tint graphics_api;\n");
shader_source.Write("\tint graphics_api_pad1;\n");
shader_source.Write("\tint graphics_api_pad2;\n");
shader_source.Write("\tint graphics_api_pad3;\n");
shader_source.Write("\tuint efb_scale;\n");
shader_source.Write("\tuint efb_scale_pad1;\n");
shader_source.Write("\tuint efb_scale_pad2;\n");
shader_source.Write("\tuint efb_scale_pad3;\n");
if (!uniforms.empty())
{
shader_source.Write("{}", uniforms);
}
shader_source.Write("}};\n");
}
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
RasterSurfaceShaderData* shader_data)
// TODO: move this to a more standard post processing file
// once post processing has been cleaned up
void GeneratePostProcessingVertexShader(ShaderCode& shader_source,
const CustomVertexContents& custom_contents)
{
// Note: if blocks are the same, they need to match for the OpenGL backend
GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms);
// Define some defines that are shared with custom draw shaders,
// so that a common shader code could possibly be used in both
shader_source.Write("#define HAS_COLOR_0 0\n");
shader_source.Write("#define HAS_COLOR_1 0\n");
shader_source.Write("#define HAS_NORMAL 0\n");
shader_source.Write("#define HAS_BINORMAL 0\n");
shader_source.Write("#define HAS_TANGENT 0\n");
shader_source.Write("#define HAS_TEXTURE_COORD_0 1\n");
for (u32 i = 1; i < 8; i++)
{
shader_source.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
}
// Write the common structs, might want to consider
// moving these to another location?
shader_source.Write("struct DolphinVertexInput\n");
shader_source.Write("{{\n");
shader_source.Write("\tvec4 position;\n");
shader_source.Write("\tvec3 texture_coord_0;\n");
shader_source.Write("}};\n\n");
shader_source.Write("struct DolphinVertexOutput\n");
shader_source.Write("{{\n");
shader_source.Write("\tvec4 position;\n");
shader_source.Write("\tvec3 texture_coord_0;\n");
shader_source.Write("}};\n\n");
constexpr std::string_view emulated_vertex_definition =
"void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
"DolphinVertexOutput vertex_output)";
shader_source.Write("{}\n", emulated_vertex_definition);
shader_source.Write("{{\n");
shader_source.Write("\tvertex_output.position = vertex_input.position;\n");
shader_source.Write("\tvertex_output.texture_coord_0 = vertex_input.texture_coord_0;\n");
shader_source.Write("}}\n");
if (custom_contents.shader.empty())
{
shader_source.Write(
"void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
"vertex_output)\n");
shader_source.Write("{{\n");
shader_source.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
shader_source.Write("}}\n");
}
else
{
shader_source.Write("{}\n", custom_contents.shader);
}
if (g_backend_info.bSupportsGeometryShaders)
{
shader_source.Write("VARYING_LOCATION(0) out VertexData {{\n");
shader_source.Write("\tvec3 v_tex0;\n");
shader_source.Write("}};\n");
}
else
{
shader_source.Write("VARYING_LOCATION(0) out vec3 v_tex0;\n");
}
shader_source.Write("void main()\n");
shader_source.Write("{{\n");
shader_source.Write("\tDolphinVertexInput vertex_input;\n");
shader_source.Write("\tvec3 vert = vec3(float((gl_VertexID << 1) & 2), "
"float(gl_VertexID & 2), 0.0f);\n");
shader_source.Write("\tvertex_input.position = vec4(vert.xy * "
"float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
shader_source.Write("\tvertex_input.texture_coord_0 = vec3(source_region.xy + "
"(source_region.zw * vert.xy), 0.0f);\n");
shader_source.Write("\tDolphinVertexOutput vertex_output;\n");
shader_source.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
shader_source.Write("\tgl_Position = vertex_output.position;\n");
shader_source.Write("\tv_tex0 = vertex_output.texture_coord_0;\n");
// NDC space is flipped in Vulkan
if (g_backend_info.api_type == APIType::Vulkan)
{
shader_source.Write("\tgl_Position.y = -gl_Position.y;\n");
}
shader_source.Write("}}\n");
}
void GeneratePostProcessingPixelShader(ShaderCode& shader_source,
const CustomPixelContents& custom_contents)
{
GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms);
shader_source.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
if (g_backend_info.bSupportsGeometryShaders)
{
shader_source.Write("VARYING_LOCATION(0) in VertexData {{\n");
shader_source.Write("\tvec3 v_tex0;\n");
shader_source.Write("}};\n");
}
else
{
shader_source.Write("VARYING_LOCATION(0) in float3 v_tex0;\n");
}
shader_source.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
shader_source.Write("struct DolphinFragmentInput\n");
shader_source.Write("{{\n");
for (u32 i = 0; i < 1; i++)
{
shader_source.Write("\tvec3 tex{};\n", i);
}
shader_source.Write("\n");
shader_source.Write("}};\n\n");
shader_source.Write("struct DolphinFragmentOutput\n");
shader_source.Write("{{\n");
shader_source.Write("\tvec4 main;\n");
shader_source.Write("}};\n\n");
constexpr std::string_view emulated_fragment_definition =
"void dolphin_process_emulated_fragment(in DolphinFragmentInput frag_input, out "
"DolphinFragmentOutput frag_output)";
shader_source.Write("{}\n", emulated_fragment_definition);
shader_source.Write("{{\n");
shader_source.Write("\tfrag_output.main = texture(samp0, frag_input.tex0);\n");
shader_source.Write("}}\n");
if (custom_contents.shader.empty())
{
shader_source.Write(
"void process_fragment(in DolphinFragmentInput frag_input, out DolphinFragmentOutput "
"frag_output)\n");
shader_source.Write("{{\n");
shader_source.Write("\tdolphin_process_emulated_fragment(frag_input, frag_output);\n");
shader_source.Write("}}\n");
}
else
{
shader_source.Write("{}\n", custom_contents.shader);
}
shader_source.Write("void main()\n");
shader_source.Write("{{\n");
shader_source.Write("\tDolphinFragmentInput frag_input;\n");
shader_source.Write("\tfrag_input.tex0 = v_tex0;\n");
shader_source.Write("\tDolphinFragmentOutput frag_output;\n");
shader_source.Write("\tprocess_fragment(frag_input, frag_output);\n");
shader_source.Write("\tocol0 = frag_output.main;\n");
shader_source.Write("}}\n");
}
std::unique_ptr<AbstractShader> CompileGeometryShader(GeometryShaderUid* uid, APIType api_type,
ShaderHostConfig host_config)
{
if (!uid)
{
return g_gfx->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
nullptr, "Custom Post Processing Geometry Shader");
}
const ShaderCode source_code =
GenerateGeometryShaderCode(api_type, host_config, uid->GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
fmt::format("Geometry shader: {}", *uid->GetUidData()));
}
std::unique_ptr<AbstractShader>
CompilePixelShader(PixelShaderUid* uid, std::string_view preprocessor_settings, APIType api_type,
const ShaderHostConfig& host_config, RasterSurfaceShaderData* shader_data)
{
ShaderCode shader_code;
@@ -89,19 +293,25 @@ std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
// Compile the shader
CustomPixelContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents);
ShaderCode source_code;
if (uid)
{
source_code = GeneratePixelShaderCode(api_type, host_config, uid->GetUidData(), contents);
}
else
{
GeneratePostProcessingPixelShader(source_code, contents);
}
ShaderIncluder* shader_includer =
shader_data->shader_includer ? &*shader_data->shader_includer : nullptr;
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), shader_includer,
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
const RasterSurfaceShaderData& shader_data)
std::unique_ptr<AbstractShader>
CompileVertexShader(VertexShaderUid* uid, std::string_view preprocessor_settings, APIType api_type,
const ShaderHostConfig& host_config, const RasterSurfaceShaderData& shader_data)
{
ShaderCode shader_code;
@@ -157,14 +367,22 @@ std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
// Compile the shader
CustomVertexContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents);
ShaderCode source_code;
if (uid)
{
source_code = GenerateVertexShaderCode(api_type, host_config, uid->GetUidData(), contents);
}
else
{
GeneratePostProcessingVertexShader(source_code, contents);
}
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr,
"Custom Vertex Shader");
}
} // namespace
ShaderResource::ShaderResource(Resource::ResourceContext resource_context,
const GXPipelineUid& pipeline_uid,
const std::optional<GXPipelineUid>& pipeline_uid,
const std::string& preprocessor_setting,
const ShaderHostConfig& shader_host_config)
: Resource(std::move(resource_context)), m_shader_host_config{.bits = shader_host_config.bits},
@@ -257,24 +475,46 @@ Resource::TaskComplete ShaderResource::ProcessData()
bool Compile() override
{
const ShaderHostConfig shader_host_config{.bits = m_shader_bits};
auto actual_uid = ApplyDriverBugs(*m_uid);
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
&actual_uid.ps_uid);
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
if (m_resource_data->m_needs_geometry_shader)
if (m_uid)
{
m_resource_data->m_geometry_shader =
CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
// Draw based shader
auto actual_uid = ApplyDriverBugs(*m_uid);
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
&actual_uid.ps_uid);
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
if (m_resource_data->m_needs_geometry_shader)
{
m_resource_data->m_geometry_shader = CompileGeometryShader(
&actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
}
m_resource_data->m_pixel_shader =
CompilePixelShader(&actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, m_resource_data->m_shader_data.get());
m_resource_data->m_vertex_shader = CompileVertexShader(
&actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, *m_resource_data->m_shader_data);
}
else
{
// Post processing based shader
m_resource_data->m_needs_geometry_shader =
shader_host_config.backend_geometry_shaders && shader_host_config.stereo;
if (m_resource_data->m_needs_geometry_shader)
{
m_resource_data->m_geometry_shader =
CompileGeometryShader(nullptr, g_backend_info.api_type, shader_host_config);
}
m_resource_data->m_pixel_shader =
CompilePixelShader(nullptr, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, m_resource_data->m_shader_data.get());
m_resource_data->m_vertex_shader =
CompileVertexShader(nullptr, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, *m_resource_data->m_shader_data);
}
m_resource_data->m_pixel_shader =
CompilePixelShader(actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, m_resource_data->m_shader_data.get());
m_resource_data->m_vertex_shader =
CompileVertexShader(actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, *m_resource_data->m_shader_data);
m_resource_data->m_processing_finished = true;
return true;
}
@@ -291,7 +531,7 @@ Resource::TaskComplete ShaderResource::ProcessData()
{
std::string_view preprocessor_settings = m_preprocessor_settings;
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
m_load_data, &m_uid, m_shader_host_config.bits, preprocessor_settings);
m_load_data, m_uid ? &*m_uid : nullptr, m_shader_host_config.bits, preprocessor_settings);
// We don't need priority, that is already handled by the resource system
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);