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								// Copyright 2017 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "VideoBackends/Vulkan/PostProcessing.h"
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								#include <sstream>
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								#include "Common/Assert.h"
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								#include "Common/StringUtil.h"
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								#include "VideoBackends/Vulkan/CommandBufferManager.h"
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								#include "VideoBackends/Vulkan/ObjectCache.h"
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								#include "VideoBackends/Vulkan/ShaderCache.h"
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								#include "VideoBackends/Vulkan/Texture2D.h"
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								#include "VideoBackends/Vulkan/Util.h"
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								#include "VideoBackends/Vulkan/VulkanContext.h"
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								#include "VideoCommon/VideoCommon.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace Vulkan
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								{
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								VulkanPostProcessing::~VulkanPostProcessing()
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								{
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								  if (m_default_fragment_shader != VK_NULL_HANDLE)
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								    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_default_fragment_shader, nullptr);
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								  if (m_fragment_shader != VK_NULL_HANDLE)
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								    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_fragment_shader, nullptr);
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								}
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								bool VulkanPostProcessing::Initialize(const Texture2D* font_texture)
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								{
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								  m_font_texture = font_texture;
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								  if (!CompileDefaultShader())
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								    return false;
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								  RecompileShader();
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								  return true;
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								}
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								void VulkanPostProcessing::BlitFromTexture(const TargetRectangle& dst, const TargetRectangle& src,
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								                                           const Texture2D* src_tex, int src_layer,
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								                                           VkRenderPass render_pass)
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								{
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								  // If the source layer is negative we simply copy all available layers.
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								  VkShaderModule geometry_shader =
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								      src_layer < 0 ? g_shader_cache->GetPassthroughGeometryShader() : VK_NULL_HANDLE;
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								  VkShaderModule fragment_shader =
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								      m_fragment_shader != VK_NULL_HANDLE ? m_fragment_shader : m_default_fragment_shader;
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								  UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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								                         g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
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								                         g_shader_cache->GetPassthroughVertexShader(), geometry_shader,
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								                         fragment_shader);
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								  // Source is always bound.
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								  draw.SetPSSampler(0, src_tex->GetView(), g_object_cache->GetLinearSampler());
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								  // No need to allocate uniforms for the default shader.
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								  // The config will also still contain the invalid shader at this point.
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								  if (fragment_shader != m_default_fragment_shader)
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								  {
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								    size_t uniforms_size = CalculateUniformsSize();
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								    u8* uniforms = draw.AllocatePSUniforms(uniforms_size);
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								    FillUniformBuffer(uniforms, src, src_tex, src_layer);
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								    draw.CommitPSUniforms(uniforms_size);
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								    draw.SetPSSampler(1, m_font_texture->GetView(), g_object_cache->GetLinearSampler());
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								  }
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								  draw.DrawQuad(dst.left, dst.top, dst.GetWidth(), dst.GetHeight(), src.left, src.top, src_layer,
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								                src.GetWidth(), src.GetHeight(), static_cast<int>(src_tex->GetWidth()),
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								                static_cast<int>(src_tex->GetHeight()));
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								}
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								struct BuiltinUniforms
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								{
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								  float resolution[4];
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								  float src_rect[4];
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								  u32 time;
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								  u32 unused[3];
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								};
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								size_t VulkanPostProcessing::CalculateUniformsSize() const
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								{
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								  // Allocate a vec4 for each uniform to simplify allocation.
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								  return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
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								}
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								void VulkanPostProcessing::FillUniformBuffer(u8* buf, const TargetRectangle& src,
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								                                             const Texture2D* src_tex, int src_layer)
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								{
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								  float src_width_float = static_cast<float>(src_tex->GetWidth());
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								  float src_height_float = static_cast<float>(src_tex->GetHeight());
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								  BuiltinUniforms builtin_uniforms = {
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								      {src_width_float, src_height_float, 1.0f / src_width_float, 1.0f / src_height_float},
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								      {static_cast<float>(src.left) / src_width_float,
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								       static_cast<float>(src.top) / src_height_float,
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								       static_cast<float>(src.GetWidth()) / src_width_float,
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								       static_cast<float>(src.GetHeight()) / src_height_float},
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								      static_cast<u32>(m_timer.GetTimeElapsed())};
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								  std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
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								  buf += sizeof(builtin_uniforms);
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								  for (const auto& it : m_config.GetOptions())
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								  {
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								    union
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								    {
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								      u32 as_bool[4];
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								      s32 as_int[4];
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								      float as_float[4];
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								    } value = {};
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								    switch (it.second.m_type)
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								    {
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								    case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
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								      value.as_bool[0] = it.second.m_bool_value ? 1 : 0;
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								      break;
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								    case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER:
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								      ASSERT(it.second.m_integer_values.size() < 4);
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								      std::copy_n(it.second.m_integer_values.begin(), it.second.m_integer_values.size(),
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								                  value.as_int);
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								      break;
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								    case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT:
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								      ASSERT(it.second.m_float_values.size() < 4);
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								      std::copy_n(it.second.m_float_values.begin(), it.second.m_float_values.size(),
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								                  value.as_float);
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								      break;
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								    }
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								    std::memcpy(buf, &value, sizeof(value));
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								    buf += sizeof(value);
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								  }
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								}
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								static const std::string DEFAULT_FRAGMENT_SHADER_SOURCE = R"(
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								  layout(set = 1, binding = 0) uniform sampler2DArray samp0;
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								  layout(location = 0) in float3 uv0;
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								  layout(location = 1) in float4 col0;
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								  layout(location = 0) out float4 ocol0;
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								  void main()
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								  {
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								    ocol0 = float4(texture(samp0, uv0).xyz, 1.0);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								)";
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							 | 
							
							
								static const std::string POSTPROCESSING_SHADER_HEADER = R"(
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  SAMPLER_BINDING(0) uniform sampler2DArray samp0;
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:35 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  SAMPLER_BINDING(1) uniform sampler2DArray samp1;
							 | 
						
					
						
							
								
									
										
										
										
											2017-04-21 23:33:58 +10:00
										 
									 
								 
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								  layout(location = 0) in float3 uv0;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  layout(location = 1) in float4 col0;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  layout(location = 0) out float4 ocol0;
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							 | 
							
							
								  // Interfacing functions
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  // The EFB may have a zero alpha value, which we don't want to write to the frame dump, so set it to one here.
							 | 
						
					
						
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							 | 
							
							
								  float4 Sample()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return float4(texture(samp0, uv0).xyz, 1.0);
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							 | 
							
								
							 | 
							
							
								  }
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							 | 
							
							
								  float4 SampleLocation(float2 location)
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return float4(texture(samp0, float3(location, uv0.z)).xyz, 1.0);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  }
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							 | 
							
							
								  float4 SampleLayer(int layer)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return float4(texture(samp0, float3(uv0.xy, float(layer))).xyz, 1.0);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  }
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  #define SampleOffset(offset) float4(textureOffset(samp0, uv0, offset).xyz, 1.0)
							 | 
						
					
						
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							 | 
							
							
								  float4 SampleFontLocation(float2 location)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:35 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    return texture(samp1, float3(location, 0.0));
							 | 
						
					
						
							
								
									
										
										
										
											2017-04-21 23:33:58 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
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							 | 
							
							
								  float2 GetResolution()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return options.resolution.xy;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  float2 GetInvResolution()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return options.resolution.zw;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  float2 GetCoordinates()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return uv0.xy;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
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							 | 
						
					
						
							| 
								
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							 | 
							
							
								  uint GetTime()
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return options.time;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  void SetOutput(float4 color)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ocol0 = color;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								  #define GetOption(x) (options.x)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  #define OptionEnabled(x) (options.x != 0)
							 | 
						
					
						
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							 | 
						
					
						
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							 | 
							
							
								  // Workaround because there is no getter function for src rect/layer.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  float4 src_rect = options.src_rect;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  int layer = int(uv0.z);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								)";
							 | 
						
					
						
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								void VulkanPostProcessing::UpdateConfig()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return;
							 | 
						
					
						
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  RecompileShader();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								bool VulkanPostProcessing::CompileDefaultShader()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_default_fragment_shader = Util::CompileAndCreateFragmentShader(DEFAULT_FRAGMENT_SHADER_SOURCE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (m_default_fragment_shader == VK_NULL_HANDLE)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    PanicAlert("Failed to compile default post-processing shader.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
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							| 
								
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							 | 
							
								
							 | 
							
							
								  return true;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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							| 
								
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							 | 
							
								
							 | 
							
							
								bool VulkanPostProcessing::RecompileShader()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // As a driver can return the same new module pointer when destroying a shader and re-compiling,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // we need to wipe out the pipeline cache, otherwise we risk using old pipelines with old shaders.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // We can't just clear a single pipeline, because we don't know which render pass is going to be
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // used here either.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (m_fragment_shader != VK_NULL_HANDLE)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    g_command_buffer_mgr->WaitForGPUIdle();
							 | 
						
					
						
							
								
									
										
										
										
											2017-07-20 15:25:33 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    g_shader_cache->ClearPipelineCache();
							 | 
						
					
						
							
								
									
										
										
										
											2017-04-21 23:33:58 +10:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_fragment_shader, nullptr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    m_fragment_shader = VK_NULL_HANDLE;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // If post-processing is disabled, just use the default shader.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // This way we don't need to allocate uniforms.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (g_ActiveConfig.sPostProcessingShader.empty())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Generate GLSL and compile the new shader.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::string main_code = m_config.LoadShader();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::string options_code = GetGLSLUniformBlock();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::string code = options_code + POSTPROCESSING_SHADER_HEADER + main_code;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  m_fragment_shader = Util::CompileAndCreateFragmentShader(code);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (m_fragment_shader == VK_NULL_HANDLE)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // BlitFromTexture will use the default shader as a fallback.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    PanicAlert("Failed to compile post-processing shader %s", m_config.GetShader().c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								std::string VulkanPostProcessing::GetGLSLUniformBlock() const
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::stringstream ss;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  u32 unused_counter = 1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Builtin uniforms
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ss << "  float4 resolution;\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ss << "  float4 src_rect;\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ss << "  uint time;\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (u32 i = 0; i < 3; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ss << "  uint unused" << unused_counter++ << ";\n\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Custom options/uniforms
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (const auto& it : m_config.GetOptions())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (it.second.m_type ==
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      ss << StringFromFormat("  int %s;\n", it.first.c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      for (u32 i = 0; i < 3; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << "  int unused" << unused_counter++ << ";\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    else if (it.second.m_type ==
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								             PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      u32 count = static_cast<u32>(it.second.m_integer_values.size());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      if (count == 1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << StringFromFormat("  int %s;\n", it.first.c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << StringFromFormat("  int%u %s;\n", count, it.first.c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      for (u32 i = count; i < 4; i++)
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							 | 
							
							
								        ss << "  int unused" << unused_counter++ << ";\n";
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								    }
							 | 
						
					
						
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								    else if (it.second.m_type ==
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							 | 
							
							
								             PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
							 | 
						
					
						
							| 
								
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								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      u32 count = static_cast<u32>(it.second.m_float_values.size());
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							| 
								
							 | 
							
								
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							 | 
							
							
								      if (count == 1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << StringFromFormat("  float %s;\n", it.first.c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << StringFromFormat("  float%u %s;\n", count, it.first.c_str());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      for (u32 i = count; i < 4; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        ss << "  float unused" << unused_counter++ << ";\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ss << "} options;\n\n";
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return ss.str();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}  // namespace Vulkan
							 |