// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include #include #include "Common/GPU/thin3d.h" #include "Common/System/Display.h" #include "Common/System/System.h" #include "Common/System/OSD.h" #include "Common/File/VFS/VFS.h" #include "Common/VR/PPSSPPVR.h" #include "Common/Log.h" #include "Common/TimeUtil.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Core/HW/Display.h" #include "GPU/Common/PostShader.h" #include "GPU/Common/PresentationCommon.h" #include "GPU/GPUState.h" #include "Common/GPU/ShaderTranslation.h" struct Vertex { float x, y, z; float u, v; uint32_t rgba; }; FRect GetScreenFrame(float pixelWidth, float pixelHeight) { FRect rc = FRect{ 0.0f, 0.0f, pixelWidth, pixelHeight, }; bool applyInset = !g_Config.bIgnoreScreenInsets; if (applyInset) { // Remove the DPI scale to get back to pixels. float left = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_LEFT) / g_display.dpi_scale_x; float right = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_RIGHT) / g_display.dpi_scale_x; float top = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_TOP) / g_display.dpi_scale_y; float bottom = System_GetPropertyFloat(SYSPROP_DISPLAY_SAFE_INSET_BOTTOM) / g_display.dpi_scale_y; // Adjust left edge to compensate for cutouts (notches) if any. rc.x += left; rc.w -= (left + right); rc.y += top; rc.h -= (top + bottom); } return rc; } void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) { float outW; float outH; bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180; bool stretch = g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale; float offsetX = g_Config.fDisplayOffsetX; float offsetY = g_Config.fDisplayOffsetY; float scale = g_Config.fDisplayScale; float aspectRatioAdjust = g_Config.fDisplayAspectRatio; // Ye olde 1080p hack, new version: If everything is setup to exactly cover the screen (defaults), and the screen display aspect ratio is 16:9, // stretch the PSP's aspect ratio veeery slightly to fill it completely. if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f && !g_Config.bDisplayIntegerScale) { if (fabsf(frame.w / frame.h - 16.0f / 9.0f) < 0.0001f) { aspectRatioAdjust = (frame.w / frame.h) / (480.0f / 272.0f); } } float origRatio = !rotated ? origW / origH : origH / origW; float frameRatio = frame.w / frame.h; if (stretch) { // Automatically set aspect ratio to match the display, IF the rotation matches the output display ratio! Otherwise, just // sets standard aspect ratio because actually stretching will just look silly. bool globalRotated = g_display.rotation == DisplayRotation::ROTATE_90 || g_display.rotation == DisplayRotation::ROTATE_270; if (rotated == g_display.dp_yres > g_display.dp_xres) { origRatio = frameRatio; } else { origRatio *= aspectRatioAdjust; } } else { origRatio *= aspectRatioAdjust; } float scaledWidth = frame.w * scale; float scaledHeight = frame.h * scale; if (origRatio > frameRatio) { // Image is wider than frame. Center vertically. outW = scaledWidth; outH = scaledWidth / origRatio; } else { // Image is taller than frame. Center horizontally. outW = scaledHeight * origRatio; outH = scaledHeight; } if (g_Config.bDisplayIntegerScale) { float wDim = 480.0f; if (rotated) { wDim = 272.0f; } int zoom = g_Config.iInternalResolution; if (zoom == 0) { // Auto (1:1) mode, not super meaningful with integer scaling, but let's do something that makes // some sense. use the longest dimension, just to have something. round down. if (!g_Config.IsPortrait()) { zoom = (PSP_CoreParameter().pixelWidth) / 480; } else { zoom = (PSP_CoreParameter().pixelHeight) / 480; } } // If integer scaling, limit ourselves to even multiples of the rendered resolution, // to make sure all the pixels are square. wDim *= zoom; outW = std::max(1.0f, floorf(outW / wDim)) * wDim; outH = outW / origRatio; } if (IsVREnabled()) { rc->x = 0; rc->y = 0; rc->w = floorf(frame.w); rc->h = floorf(frame.h); outW = frame.w; outH = frame.h; } else { rc->x = floorf(frame.x + frame.w * offsetX - outW * 0.5f); rc->y = floorf(frame.y + frame.h * offsetY - outH * 0.5f); rc->w = floorf(outW); rc->h = floorf(outH); } } PresentationCommon::PresentationCommon(Draw::DrawContext *draw) : draw_(draw) { CreateDeviceObjects(); } PresentationCommon::~PresentationCommon() { DestroyDeviceObjects(); } void PresentationCommon::GetCardboardSettings(CardboardSettings *cardboardSettings) const { if (!g_Config.bEnableCardboardVR) { cardboardSettings->enabled = false; return; } // Calculate Cardboard Settings float cardboardScreenScale = g_Config.iCardboardScreenSize / 100.0f; float cardboardScreenWidth = pixelWidth_ / 2.0f * cardboardScreenScale; float cardboardScreenHeight = pixelHeight_ * cardboardScreenScale; float cardboardMaxXShift = (pixelWidth_ / 2.0f - cardboardScreenWidth) / 2.0f; float cardboardUserXShift = g_Config.iCardboardXShift / 100.0f * cardboardMaxXShift; float cardboardLeftEyeX = cardboardMaxXShift + cardboardUserXShift; float cardboardRightEyeX = pixelWidth_ / 2.0f + cardboardMaxXShift - cardboardUserXShift; float cardboardMaxYShift = pixelHeight_ / 2.0f - cardboardScreenHeight / 2.0f; float cardboardUserYShift = g_Config.iCardboardYShift / 100.0f * cardboardMaxYShift; float cardboardScreenY = cardboardMaxYShift + cardboardUserYShift; cardboardSettings->enabled = true; cardboardSettings->leftEyeXPosition = cardboardLeftEyeX; cardboardSettings->rightEyeXPosition = cardboardRightEyeX; cardboardSettings->screenYPosition = cardboardScreenY; cardboardSettings->screenWidth = cardboardScreenWidth; cardboardSettings->screenHeight = cardboardScreenHeight; } static float GetShaderSettingValue(const ShaderInfo *shaderInfo, int i, const char *nameSuffix) { std::string key = shaderInfo->section + nameSuffix; auto it = g_Config.mPostShaderSetting.find(key); if (it != g_Config.mPostShaderSetting.end()) return it->second; return shaderInfo->settings[i].value; } void PresentationCommon::CalculatePostShaderUniforms(int bufferWidth, int bufferHeight, int targetWidth, int targetHeight, const ShaderInfo *shaderInfo, PostShaderUniforms *uniforms) const { float u_delta = 1.0f / bufferWidth; float v_delta = 1.0f / bufferHeight; float u_pixel_delta = 1.0f / targetWidth; float v_pixel_delta = 1.0f / targetHeight; int flipCount = __DisplayGetFlipCount(); int vCount = __DisplayGetVCount(); float time[4] = { (float)time_now_d(), (vCount % 60) * 1.0f / 60.0f, (float)vCount, (float)(flipCount % 60) }; uniforms->texelDelta[0] = u_delta; uniforms->texelDelta[1] = v_delta; uniforms->pixelDelta[0] = u_pixel_delta; uniforms->pixelDelta[1] = v_pixel_delta; memcpy(uniforms->time, time, 4 * sizeof(float)); uniforms->timeDelta[0] = time[0] - previousUniforms_.time[0]; uniforms->timeDelta[1] = (time[2] - previousUniforms_.time[2]) * (1.0f / 60.0f); uniforms->timeDelta[2] = time[2] - previousUniforms_.time[2]; uniforms->timeDelta[3] = time[3] != previousUniforms_.time[3] ? 1.0f : 0.0f; uniforms->video = hasVideo_ ? 1.0f : 0.0f; // The shader translator tacks this onto our shaders, if we don't set it they render garbage. uniforms->gl_HalfPixel[0] = u_pixel_delta * 0.5f; uniforms->gl_HalfPixel[1] = v_pixel_delta * 0.5f; uniforms->setting[0] = GetShaderSettingValue(shaderInfo, 0, "SettingCurrentValue1"); uniforms->setting[1] = GetShaderSettingValue(shaderInfo, 1, "SettingCurrentValue2"); uniforms->setting[2] = GetShaderSettingValue(shaderInfo, 2, "SettingCurrentValue3"); uniforms->setting[3] = GetShaderSettingValue(shaderInfo, 3, "SettingCurrentValue4"); } static std::string ReadShaderSrc(const Path &filename) { size_t sz = 0; char *data = (char *)g_VFS.ReadFile(filename.c_str(), &sz); if (!data) { return ""; } std::string src(data, sz); delete[] data; return src; } // Note: called on resize and settings changes. // Also takes care of making sure the appropriate stereo shader is compiled. bool PresentationCommon::UpdatePostShader() { DestroyStereoShader(); if (gstate_c.Use(GPU_USE_SIMPLE_STEREO_PERSPECTIVE)) { const ShaderInfo *stereoShaderInfo = GetPostShaderInfo(g_Config.sStereoToMonoShader); if (stereoShaderInfo) { bool result = CompilePostShader(stereoShaderInfo, &stereoPipeline_); if (result) { stereoShaderInfo_ = new ShaderInfo(*stereoShaderInfo); } } else { WARN_LOG(G3D, "Failed to get info about stereo shader '%s'", g_Config.sStereoToMonoShader.c_str()); } } std::vector shaderInfo; if (!g_Config.vPostShaderNames.empty()) { ReloadAllPostShaderInfo(draw_); shaderInfo = GetFullPostShadersChain(g_Config.vPostShaderNames); } DestroyPostShader(); if (shaderInfo.empty()) { usePostShader_ = false; return false; } bool usePreviousFrame = false; bool usePreviousAtOutputResolution = false; for (size_t i = 0; i < shaderInfo.size(); ++i) { const ShaderInfo *next = i + 1 < shaderInfo.size() ? shaderInfo[i + 1] : nullptr; Draw::Pipeline *postPipeline = nullptr; if (!BuildPostShader(shaderInfo[i], next, &postPipeline)) { DestroyPostShader(); return false; } _dbg_assert_(postPipeline); postShaderPipelines_.push_back(postPipeline); postShaderInfo_.push_back(*shaderInfo[i]); if (shaderInfo[i]->usePreviousFrame) { usePreviousFrame = true; usePreviousAtOutputResolution = shaderInfo[i]->outputResolution; } } if (usePreviousFrame) { int w = usePreviousAtOutputResolution ? pixelWidth_ : renderWidth_; int h = usePreviousAtOutputResolution ? pixelHeight_ : renderHeight_; _dbg_assert_(w > 0 && h > 0); static constexpr int FRAMES = 2; previousFramebuffers_.resize(FRAMES); previousIndex_ = 0; for (int i = 0; i < FRAMES; ++i) { previousFramebuffers_[i] = draw_->CreateFramebuffer({ w, h, 1, 1, 0, false, "inter_presentation" }); if (!previousFramebuffers_[i]) { DestroyPostShader(); return false; } } } usePostShader_ = true; return true; } bool PresentationCommon::CompilePostShader(const ShaderInfo *shaderInfo, Draw::Pipeline **outPipeline) const { _assert_(shaderInfo); std::string vsSourceGLSL = ReadShaderSrc(shaderInfo->vertexShaderFile); std::string fsSourceGLSL = ReadShaderSrc(shaderInfo->fragmentShaderFile); if (vsSourceGLSL.empty() || fsSourceGLSL.empty()) { return false; } std::string vsError; std::string fsError; // All post shaders are written in GLSL 1.0 so that's what we pass in here as a "from" language. Draw::ShaderModule *vs = CompileShaderModule(ShaderStage::Vertex, GLSL_1xx, vsSourceGLSL, &vsError); Draw::ShaderModule *fs = CompileShaderModule(ShaderStage::Fragment, GLSL_1xx, fsSourceGLSL, &fsError); // Don't worry, CompileShaderModule makes sure they get freed if one succeeded. if (!fs || !vs) { std::string errorString = vsError + "\n" + fsError; // DO NOT turn this into an ERROR_LOG_REPORT, as it will pollute our logs with all kinds of // user shader experiments. ERROR_LOG(FRAMEBUF, "Failed to build post-processing program from %s and %s!\n%s", shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), errorString.c_str()); ShowPostShaderError(errorString); return false; } UniformBufferDesc postShaderDesc{ sizeof(PostShaderUniforms), { { "gl_HalfPixel", 0, -1, UniformType::FLOAT4, offsetof(PostShaderUniforms, gl_HalfPixel) }, { "u_texelDelta", 1, 1, UniformType::FLOAT2, offsetof(PostShaderUniforms, texelDelta) }, { "u_pixelDelta", 2, 2, UniformType::FLOAT2, offsetof(PostShaderUniforms, pixelDelta) }, { "u_time", 3, 3, UniformType::FLOAT4, offsetof(PostShaderUniforms, time) }, { "u_timeDelta", 4, 4, UniformType::FLOAT4, offsetof(PostShaderUniforms, timeDelta) }, { "u_setting", 5, 5, UniformType::FLOAT4, offsetof(PostShaderUniforms, setting) }, { "u_video", 6, 6, UniformType::FLOAT1, offsetof(PostShaderUniforms, video) }, } }; Draw::Pipeline *pipeline = CreatePipeline({ vs, fs }, true, &postShaderDesc); fs->Release(); vs->Release(); if (!pipeline) return false; *outPipeline = pipeline; return true; } bool PresentationCommon::BuildPostShader(const ShaderInfo * shaderInfo, const ShaderInfo * next, Draw::Pipeline **outPipeline) { if (!CompilePostShader(shaderInfo, outPipeline)) { return false; } if (!shaderInfo->outputResolution || next) { int nextWidth = renderWidth_; int nextHeight = renderHeight_; // When chaining, we use the previous resolution as a base, rather than the render resolution. if (!postShaderFramebuffers_.empty()) draw_->GetFramebufferDimensions(postShaderFramebuffers_.back(), &nextWidth, &nextHeight); if (next && next->isUpscalingFilter) { // Force 1x for this shader, so the next can upscale. const bool isPortrait = g_Config.IsPortrait(); nextWidth = isPortrait ? 272 : 480; nextHeight = isPortrait ? 480 : 272; } else if (next && next->SSAAFilterLevel >= 2) { // Increase the resolution this shader outputs for the next to SSAA. nextWidth *= next->SSAAFilterLevel; nextHeight *= next->SSAAFilterLevel; } else if (shaderInfo->outputResolution) { // If the current shader uses output res (not next), we will use output res for it. FRect rc; FRect frame = GetScreenFrame((float)pixelWidth_, (float)pixelHeight_); CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation); nextWidth = (int)rc.w; nextHeight = (int)rc.h; } if (!AllocateFramebuffer(nextWidth, nextHeight)) { (*outPipeline)->Release(); *outPipeline = nullptr; return false; } } return true; } bool PresentationCommon::AllocateFramebuffer(int w, int h) { using namespace Draw; // First, let's try to find a framebuffer of the right size that is NOT the most recent. Framebuffer *last = postShaderFramebuffers_.empty() ? nullptr : postShaderFramebuffers_.back(); for (const auto &prev : postShaderFBOUsage_) { if (prev.w == w && prev.h == h && prev.fbo != last) { // Great, this one's perfect. Ref it for when we release. prev.fbo->AddRef(); postShaderFramebuffers_.push_back(prev.fbo); return true; } } // No depth/stencil for post processing Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, 1, 0, false, "presentation" }); if (!fbo) { return false; } postShaderFBOUsage_.push_back({ fbo, w, h }); postShaderFramebuffers_.push_back(fbo); return true; } void PresentationCommon::ShowPostShaderError(const std::string &errorString) { // let's show the first line of the error string as an OSM. std::set blacklistedLines; // These aren't useful to show, skip to the first interesting line. blacklistedLines.insert("Fragment shader failed to compile with the following errors:"); blacklistedLines.insert("Vertex shader failed to compile with the following errors:"); blacklistedLines.insert("Compile failed."); blacklistedLines.insert(""); std::string firstLine; size_t start = 0; for (size_t i = 0; i < errorString.size(); i++) { if (errorString[i] == '\n' && i == start) { start = i + 1; } else if (errorString[i] == '\n') { firstLine = errorString.substr(start, i - start); if (blacklistedLines.find(firstLine) == blacklistedLines.end()) { break; } start = i + 1; firstLine.clear(); } } if (!firstLine.empty()) { g_OSD.Show(OSDType::MESSAGE_ERROR_DUMP, "Post-shader error: " + firstLine + "...:\n" + errorString, 10.0f); } else { g_OSD.Show(OSDType::MESSAGE_ERROR, "Post-shader error, see log for details", 10.0f); } } void PresentationCommon::DeviceLost() { DestroyDeviceObjects(); draw_ = nullptr; } void PresentationCommon::DeviceRestore(Draw::DrawContext *draw) { draw_ = draw; CreateDeviceObjects(); } Draw::Pipeline *PresentationCommon::CreatePipeline(std::vector shaders, bool postShader, const UniformBufferDesc *uniformDesc) const { using namespace Draw; Semantic pos = SEM_POSITION; Semantic tc = SEM_TEXCOORD0; // Shader translation marks these both as "TEXCOORDs" on HLSL... if (postShader && (lang_ == HLSL_D3D11 || lang_ == HLSL_D3D9)) { pos = SEM_TEXCOORD0; tc = SEM_TEXCOORD1; } // TODO: Maybe get rid of color0. InputLayoutDesc inputDesc = { sizeof(Vertex), { { pos, DataFormat::R32G32B32_FLOAT, 0 }, { tc, DataFormat::R32G32_FLOAT, 12 }, { SEM_COLOR0, DataFormat::R8G8B8A8_UNORM, 20 }, }, }; InputLayout *inputLayout = draw_->CreateInputLayout(inputDesc); DepthStencilState *depth = draw_->CreateDepthStencilState({ false, false, Comparison::LESS }); BlendState *blendstateOff = draw_->CreateBlendState({ false, 0xF }); RasterState *rasterNoCull = draw_->CreateRasterState({}); PipelineDesc pipelineDesc{ Primitive::TRIANGLE_STRIP, shaders, inputLayout, depth, blendstateOff, rasterNoCull, uniformDesc }; Pipeline *pipeline = draw_->CreateGraphicsPipeline(pipelineDesc, "presentation"); inputLayout->Release(); depth->Release(); blendstateOff->Release(); rasterNoCull->Release(); return pipeline; } void PresentationCommon::CreateDeviceObjects() { using namespace Draw; _assert_(vdata_ == nullptr); // TODO: Could probably just switch to DrawUP, it's supported well by all backends now. vdata_ = draw_->CreateBuffer(sizeof(Vertex) * 12, BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA); samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE }); samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE }); texColor_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D) }, false, &vsTexColBufDesc); texColorRBSwizzle_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D_RB_SWIZZLE) }, false, &vsTexColBufDesc); if (restorePostShader_) UpdatePostShader(); restorePostShader_ = false; } template static void DoRelease(T *&obj) { if (obj) obj->Release(); obj = nullptr; } template static void DoReleaseVector(std::vector &list) { for (auto &obj : list) obj->Release(); list.clear(); } void PresentationCommon::DestroyDeviceObjects() { DoRelease(texColor_); DoRelease(texColorRBSwizzle_); DoRelease(samplerNearest_); DoRelease(samplerLinear_); DoRelease(vdata_); DoRelease(srcTexture_); DoRelease(srcFramebuffer_); restorePostShader_ = usePostShader_; DestroyPostShader(); DestroyStereoShader(); } void PresentationCommon::DestroyPostShader() { usePostShader_ = false; DoReleaseVector(postShaderPipelines_); DoReleaseVector(postShaderFramebuffers_); DoReleaseVector(previousFramebuffers_); postShaderInfo_.clear(); postShaderFBOUsage_.clear(); } void PresentationCommon::DestroyStereoShader() { DoRelease(stereoPipeline_); delete stereoShaderInfo_; stereoShaderInfo_ = nullptr; } Draw::ShaderModule *PresentationCommon::CompileShaderModule(ShaderStage stage, ShaderLanguage lang, const std::string &src, std::string *errorString) const { std::string translated = src; if (lang != lang_) { // Gonna have to upconvert the shader. if (!TranslateShader(&translated, lang_, draw_->GetShaderLanguageDesc(), nullptr, src, lang, stage, errorString)) { ERROR_LOG(FRAMEBUF, "Failed to translate post-shader. Error string: '%s'\nSource code:\n%s\n", errorString->c_str(), src.c_str()); return nullptr; } } Draw::ShaderModule *shader = draw_->CreateShaderModule(stage, lang_, (const uint8_t *)translated.c_str(), translated.size(), "postshader"); return shader; } void PresentationCommon::SourceTexture(Draw::Texture *texture, int bufferWidth, int bufferHeight) { // AddRef before release and assign in case it's the same. texture->AddRef(); DoRelease(srcTexture_); DoRelease(srcFramebuffer_); srcTexture_ = texture; srcWidth_ = bufferWidth; srcHeight_ = bufferHeight; } void PresentationCommon::SourceFramebuffer(Draw::Framebuffer *fb, int bufferWidth, int bufferHeight) { fb->AddRef(); DoRelease(srcTexture_); DoRelease(srcFramebuffer_); srcFramebuffer_ = fb; srcWidth_ = bufferWidth; srcHeight_ = bufferHeight; } // Return value is if stereo binding succeeded. bool PresentationCommon::BindSource(int binding, bool bindStereo) { if (srcTexture_) { draw_->BindTexture(binding, srcTexture_); return false; } else if (srcFramebuffer_) { if (bindStereo) { if (srcFramebuffer_->Layers() > 1) { draw_->BindFramebufferAsTexture(srcFramebuffer_, binding, Draw::FB_COLOR_BIT, Draw::ALL_LAYERS); return true; } else { // Single layer. This might be from a post shader and those don't yet support stereo. draw_->BindFramebufferAsTexture(srcFramebuffer_, binding, Draw::FB_COLOR_BIT, 0); return false; } } else { draw_->BindFramebufferAsTexture(srcFramebuffer_, binding, Draw::FB_COLOR_BIT, 0); return false; } } else { _assert_(false); return false; } } void PresentationCommon::UpdateUniforms(bool hasVideo) { hasVideo_ = hasVideo; } void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u0, float v0, float u1, float v1) { draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); // TODO: If shader objects have been created by now, we might have received errors. // GLES can have the shader fail later, shader->failed / shader->error. // This should auto-disable usePostShader_ and call ShowPostShaderError(). bool useNearest = flags & OutputFlags::NEAREST; bool useStereo = gstate_c.Use(GPU_USE_SIMPLE_STEREO_PERSPECTIVE) && stereoPipeline_ != nullptr; // TODO: Also check that the backend has support for it. const bool usePostShader = usePostShader_ && !useStereo && !(flags & OutputFlags::RB_SWIZZLE); const bool isFinalAtOutputResolution = usePostShader && postShaderFramebuffers_.size() < postShaderPipelines_.size(); Draw::Framebuffer *postShaderOutput = nullptr; int lastWidth = srcWidth_; int lastHeight = srcHeight_; int pixelWidth = pixelWidth_; int pixelHeight = pixelHeight_; // These are the output coordinates. FRect frame = GetScreenFrame((float)pixelWidth, (float)pixelHeight); // Note: In cardboard mode, we halve the width here to compensate // for splitting the window in half, while still reusing normal centering. if (g_Config.bEnableCardboardVR) { frame.w /= 2.0; pixelWidth /= 2; } FRect rc; CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation); if (GetGPUBackend() == GPUBackend::DIRECT3D9) { rc.x -= 0.5f; // This is plus because the top is larger y. rc.y += 0.5f; } // To make buffer updates easier, we use one array of verts. int postVertsOffset = (int)sizeof(Vertex) * 4; float finalU0 = u0, finalU1 = u1, finalV0 = v0, finalV1 = v1; if (usePostShader && !(isFinalAtOutputResolution && postShaderPipelines_.size() == 1)) { // The final blit will thus use the full texture. finalU0 = 0.0f; finalV0 = 0.0f; finalU1 = 1.0f; finalV1 = 1.0f; } // Our vertex buffer is split into three parts, with four vertices each: // 0-3: The final blit vertices (needs to handle cropping the input ONLY if post-processing is not enabled) // 4-7: Post-processing, other passes // 8-11: Post-processing, first pass (needs to handle cropping the input image, if wrong dimensions) Vertex verts[12] = { { rc.x, rc.y, 0, finalU0, finalV0, 0xFFFFFFFF }, // TL { rc.x + rc.w, rc.y, 0, finalU1, finalV0, 0xFFFFFFFF }, // TR { rc.x, rc.y + rc.h, 0, finalU0, finalV1, 0xFFFFFFFF }, // BL { rc.x + rc.w, rc.y + rc.h, 0, finalU1, finalV1, 0xFFFFFFFF }, // BR }; // Rescale X, Y to normalized coordinate system. float invDestW = 2.0f / pixelWidth; float invDestH = 2.0f / pixelHeight; for (int i = 0; i < 4; i++) { verts[i].x = verts[i].x * invDestW - 1.0f; verts[i].y = verts[i].y * invDestH - 1.0f; } if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { struct { float u; float v; } temp[4]; int rotation = 0; // Vertical and Vertical180 needed swapping after we changed the coordinate system. switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break; case ROTATION_LOCKED_VERTICAL: rotation = 3; break; case ROTATION_LOCKED_VERTICAL180: rotation = 1; break; } // If we flipped, we rotate the other way. if ((flags & OutputFlags::BACKBUFFER_FLIPPED) || (flags & OutputFlags::POSITION_FLIPPED)) { if ((rotation & 1) != 0) rotation ^= 2; } static int rotLookup[4] = { 0, 1, 3, 2 }; for (int i = 0; i < 4; i++) { int otherI = rotLookup[(rotLookup[i] + rotation) & 3]; temp[i].u = verts[otherI].u; temp[i].v = verts[otherI].v; } for (int i = 0; i < 4; i++) { verts[i].u = temp[i].u; verts[i].v = temp[i].v; } } if (isFinalAtOutputResolution || useStereo) { // In this mode, we ignore the g_display_rot_matrix. Apply manually. if (g_display.rotation != DisplayRotation::ROTATE_0) { for (int i = 0; i < 4; i++) { Lin::Vec3 v(verts[i].x, verts[i].y, verts[i].z); // Backwards notation, should fix that... v = v * g_display.rot_matrix; verts[i].x = v.x; verts[i].y = v.y; } } } if (flags & OutputFlags::PILLARBOX) { for (int i = 0; i < 4; i++) { // Looks about right. verts[i].x *= 0.75f; } } // Finally, we compensate the y vertex positions for the backbuffer for any flipping. if ((flags & OutputFlags::POSITION_FLIPPED) || (flags & OutputFlags::BACKBUFFER_FLIPPED)) { for (int i = 0; i < 4; i++) { verts[i].y = -verts[i].y; } } // Grab the previous framebuffer early so we can change previousIndex_ when we want. Draw::Framebuffer *previousFramebuffer = previousFramebuffers_.empty() ? nullptr : previousFramebuffers_[previousIndex_]; PostShaderUniforms uniforms; const auto performShaderPass = [&](const ShaderInfo *shaderInfo, Draw::Framebuffer *postShaderFramebuffer, Draw::Pipeline *postShaderPipeline, int vertsOffset) { if (postShaderOutput) { draw_->BindFramebufferAsTexture(postShaderOutput, 0, Draw::FB_COLOR_BIT, 0); } else { BindSource(0, false); } BindSource(1, false); if (shaderInfo->usePreviousFrame) draw_->BindFramebufferAsTexture(previousFramebuffer, 2, Draw::FB_COLOR_BIT, 0); int nextWidth, nextHeight; draw_->GetFramebufferDimensions(postShaderFramebuffer, &nextWidth, &nextHeight); Draw::Viewport viewport{ 0, 0, (float)nextWidth, (float)nextHeight, 0.0f, 1.0f }; draw_->SetViewport(viewport); draw_->SetScissorRect(0, 0, nextWidth, nextHeight); CalculatePostShaderUniforms(lastWidth, lastHeight, nextWidth, nextHeight, shaderInfo, &uniforms); draw_->BindPipeline(postShaderPipeline); draw_->UpdateDynamicUniformBuffer(&uniforms, sizeof(uniforms)); Draw::SamplerState *sampler = useNearest || shaderInfo->isUpscalingFilter ? samplerNearest_ : samplerLinear_; draw_->BindSamplerStates(0, 1, &sampler); draw_->BindSamplerStates(1, 1, &sampler); if (shaderInfo->usePreviousFrame) draw_->BindSamplerStates(2, 1, &sampler); draw_->BindVertexBuffer(vdata_, vertsOffset); draw_->Draw(4, 0); postShaderOutput = postShaderFramebuffer; lastWidth = nextWidth; lastHeight = nextHeight; }; if (usePostShader) { // When we render to temp framebuffers during post, we switch position, not UV. // The flipping here is only because D3D has a clip coordinate system that doesn't match their screen coordinate system. bool flipped = flags & OutputFlags::POSITION_FLIPPED; float y0 = flipped ? 1.0f : -1.0f; float y1 = flipped ? -1.0f : 1.0f; verts[4] = { -1.0f, y0, 0.0f, 0.0f, 0.0f, 0xFFFFFFFF }; // TL verts[5] = { 1.0f, y0, 0.0f, 1.0f, 0.0f, 0xFFFFFFFF }; // TR verts[6] = { -1.0f, y1, 0.0f, 0.0f, 1.0f, 0xFFFFFFFF }; // BL verts[7] = { 1.0f, y1, 0.0f, 1.0f, 1.0f, 0xFFFFFFFF }; // BR // Now, adjust for the desired input rectangle. verts[8] = { -1.0f, y0, 0.0f, u0, v0, 0xFFFFFFFF }; // TL verts[9] = { 1.0f, y0, 0.0f, u1, v0, 0xFFFFFFFF }; // TR verts[10] = { -1.0f, y1, 0.0f, u0, v1, 0xFFFFFFFF }; // BL verts[11] = { 1.0f, y1, 0.0f, u1, v1, 0xFFFFFFFF }; // BR draw_->UpdateBuffer(vdata_, (const uint8_t *)verts, 0, sizeof(verts), Draw::UPDATE_DISCARD); for (size_t i = 0; i < postShaderFramebuffers_.size(); ++i) { Draw::Pipeline *postShaderPipeline = postShaderPipelines_[i]; const ShaderInfo *shaderInfo = &postShaderInfo_[i]; Draw::Framebuffer *postShaderFramebuffer = postShaderFramebuffers_[i]; if (!isFinalAtOutputResolution && i == postShaderFramebuffers_.size() - 1 && !previousFramebuffers_.empty()) { // This is the last pass and we're going direct to the backbuffer after this. // Redirect output to a separate framebuffer to keep the previous frame. previousIndex_++; if (previousIndex_ >= (int)previousFramebuffers_.size()) previousIndex_ = 0; postShaderFramebuffer = previousFramebuffers_[previousIndex_]; } draw_->BindFramebufferAsRenderTarget(postShaderFramebuffer, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "PostShader"); // Pick vertices 8-11 for the first pass. int vertOffset = i == 0 ? (int)sizeof(Vertex) * 8 : (int)sizeof(Vertex) * 4; performShaderPass(shaderInfo, postShaderFramebuffer, postShaderPipeline, vertOffset); } if (isFinalAtOutputResolution && postShaderInfo_.back().isUpscalingFilter) useNearest = true; } else { // Only need to update the first four verts, the rest are unused. draw_->UpdateBuffer(vdata_, (const uint8_t *)verts, 0, postVertsOffset, Draw::UPDATE_DISCARD); } // If we need to save the previous frame, we have to save any final pass in a framebuffer. if (isFinalAtOutputResolution && !previousFramebuffers_.empty()) { Draw::Pipeline *postShaderPipeline = postShaderPipelines_.back(); const ShaderInfo *shaderInfo = &postShaderInfo_.back(); // Pick the next to render to. previousIndex_++; if (previousIndex_ >= (int)previousFramebuffers_.size()) previousIndex_ = 0; Draw::Framebuffer *postShaderFramebuffer = previousFramebuffers_[previousIndex_]; draw_->BindFramebufferAsRenderTarget(postShaderFramebuffer, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "InterFrameBlit"); performShaderPass(shaderInfo, postShaderFramebuffer, postShaderPipeline, postVertsOffset); } draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "FinalBlit"); draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_); Draw::Pipeline *pipeline = (flags & OutputFlags::RB_SWIZZLE) ? texColorRBSwizzle_ : texColor_; if (useStereo) { draw_->BindPipeline(stereoPipeline_); if (!BindSource(0, true)) { // Fall back draw_->BindPipeline(texColor_); useStereo = false; // Otherwise we end up uploading the wrong uniforms } } else { if (isFinalAtOutputResolution && previousFramebuffers_.empty()) { pipeline = postShaderPipelines_.back(); } draw_->BindPipeline(pipeline); if (postShaderOutput) { draw_->BindFramebufferAsTexture(postShaderOutput, 0, Draw::FB_COLOR_BIT, 0); } else { BindSource(0, false); } } BindSource(1, false); if (isFinalAtOutputResolution && previousFramebuffers_.empty()) { CalculatePostShaderUniforms(lastWidth, lastHeight, (int)rc.w, (int)rc.h, &postShaderInfo_.back(), &uniforms); draw_->UpdateDynamicUniformBuffer(&uniforms, sizeof(uniforms)); } else if (useStereo) { CalculatePostShaderUniforms(lastWidth, lastHeight, (int)rc.w, (int)rc.h, stereoShaderInfo_, &uniforms); draw_->UpdateDynamicUniformBuffer(&uniforms, sizeof(uniforms)); } else { Draw::VsTexColUB ub{}; memcpy(ub.WorldViewProj, g_display.rot_matrix.m, sizeof(float) * 16); draw_->UpdateDynamicUniformBuffer(&ub, sizeof(ub)); } draw_->BindVertexBuffer(vdata_, 0); Draw::SamplerState *sampler = useNearest ? samplerNearest_ : samplerLinear_; draw_->BindSamplerStates(0, 1, &sampler); draw_->BindSamplerStates(1, 1, &sampler); auto setViewport = [&](float x, float y, float w, float h) { Draw::Viewport viewport{ x, y, w, h, 0.0f, 1.0f }; draw_->SetViewport(viewport); }; CardboardSettings cardboardSettings; GetCardboardSettings(&cardboardSettings); if (cardboardSettings.enabled) { // TODO: This could actually support stereo now, with an appropriate shader. // This is what the left eye sees. setViewport(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight); draw_->Draw(4, 0); // And this is the right eye, unless they're a pirate. setViewport(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight); draw_->Draw(4, 0); } else { setViewport(0.0f, 0.0f, (float)pixelWidth_, (float)pixelHeight_); draw_->Draw(4, 0); } DoRelease(srcFramebuffer_); DoRelease(srcTexture_); // Unbinds all textures and samplers too, needed since sometimes a MakePixelTexture is deleted etc. draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE); previousUniforms_ = uniforms; } void PresentationCommon::CalculateRenderResolution(int *width, int *height, int *scaleFactor, bool *upscaling, bool *ssaa) const { // Check if postprocessing shader is doing upscaling as it requires native resolution std::vector shaderInfo; if (!g_Config.vPostShaderNames.empty()) { ReloadAllPostShaderInfo(draw_); RemoveUnknownPostShaders(&g_Config.vPostShaderNames); FixPostShaderOrder(&g_Config.vPostShaderNames); shaderInfo = GetFullPostShadersChain(g_Config.vPostShaderNames); } bool firstIsUpscalingFilter = shaderInfo.empty() ? false : shaderInfo.front()->isUpscalingFilter; int firstSSAAFilterLevel = shaderInfo.empty() ? 0 : shaderInfo.front()->SSAAFilterLevel; // In auto mode (zoom == 0), round up to an integer zoom factor for the render size. int zoom = g_Config.iInternalResolution; if (zoom == 0 || firstSSAAFilterLevel >= 2) { // auto mode, use the longest dimension if (!g_Config.IsPortrait()) { zoom = (PSP_CoreParameter().pixelWidth + 479) / 480; } else { zoom = (PSP_CoreParameter().pixelHeight + 479) / 480; } if (firstSSAAFilterLevel >= 2) zoom *= firstSSAAFilterLevel; } if (zoom <= 1 || firstIsUpscalingFilter) zoom = 1; if (upscaling) { *upscaling = firstIsUpscalingFilter; for (auto &info : shaderInfo) { *upscaling = *upscaling || info->isUpscalingFilter; } } if (ssaa) { *ssaa = firstSSAAFilterLevel >= 2; for (auto &info : shaderInfo) { *ssaa = *ssaa || info->SSAAFilterLevel >= 2; } } if (IsVREnabled()) { *width = 480 * zoom; *height = 480 * zoom; } else { // Note: We previously checked g_Config.IsPortrait (internal rotation) here but that was wrong - // we still render at 480x272 * zoom. *width = 480 * zoom; *height = 272 * zoom; } *scaleFactor = zoom; }