implement output shaders

This commit is contained in:
Samuliak 2024-09-30 14:18:00 +02:00
parent 6c8cd5c445
commit b088ddcfab
3 changed files with 205 additions and 4 deletions

View File

@ -20,6 +20,7 @@
#include "HW/Latte/Renderer/Metal/MetalCommon.h" #include "HW/Latte/Renderer/Metal/MetalCommon.h"
#include "HW/Latte/Renderer/Metal/MetalLayerHandle.h" #include "HW/Latte/Renderer/Metal/MetalLayerHandle.h"
#include "HW/Latte/Renderer/Renderer.h" #include "HW/Latte/Renderer/Renderer.h"
#include "Metal/MTLRenderPipeline.hpp"
#include "config/CemuConfig.h" #include "config/CemuConfig.h"
#define IMGUI_IMPL_METAL_CPP #define IMGUI_IMPL_METAL_CPP
@ -297,8 +298,25 @@ void MetalRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutput
auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(renderPassDescriptor); auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(renderPassDescriptor);
renderPassDescriptor->release(); renderPassDescriptor->release();
// Get a render pipeline
auto vertexShaderMtl = static_cast<RendererShaderMtl*>(shader->GetVertexShader())->GetFunction();
auto fragmentShaderMtl = static_cast<RendererShaderMtl*>(shader->GetFragmentShader())->GetFunction();
auto renderPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
renderPipelineDescriptor->setVertexFunction(vertexShaderMtl);
renderPipelineDescriptor->setFragmentFunction(fragmentShaderMtl);
renderPipelineDescriptor->colorAttachments()->object(0)->setPixelFormat(m_state.m_usesSRGB ? MTL::PixelFormatBGRA8Unorm_sRGB : MTL::PixelFormatBGRA8Unorm);
NS::Error* error = nullptr;
auto renderPipelineState = m_device->newRenderPipelineState(renderPipelineDescriptor, &error);
if (error)
{
printf("AAA: %s\n", error->localizedDescription()->utf8String());
error->release();
}
// Draw to Metal layer // Draw to Metal layer
renderCommandEncoder->setRenderPipelineState(m_state.m_usesSRGB ? m_presentPipelineSRGB : m_presentPipelineLinear); renderCommandEncoder->setRenderPipelineState(renderPipelineState);
renderCommandEncoder->setFragmentTexture(presentTexture, 0); renderCommandEncoder->setFragmentTexture(presentTexture, 0);
renderCommandEncoder->setFragmentSamplerState((useLinearTexFilter ? m_linearSampler : m_nearestSampler), 0); renderCommandEncoder->setFragmentSamplerState((useLinearTexFilter ? m_linearSampler : m_nearestSampler), 0);

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@ -20,6 +20,19 @@ void main()
} }
)"; )";
const std::string RendererOutputShader::s_copy_shader_source_mtl =
R"(#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float2 uv;
};
fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[texture(0)]], sampler samplr [[sampler(0)]]) {
return float4(textureSrc.sample(samplr, in.uv).rgb, 1.0);
}
)";
const std::string RendererOutputShader::s_bicubic_shader_source = const std::string RendererOutputShader::s_bicubic_shader_source =
R"( R"(
#version 420 #version 420
@ -80,6 +93,56 @@ void main(){
} }
)"; )";
const std::string RendererOutputShader::s_bicubic_shader_source_mtl =
R"(#include <metal_stdlib>
using namespace metal;
float4 cubic(float x) {
float x2 = x * x;
float x3 = x2 * x;
float4 w;
w.x = -x3 + 3 * x2 - 3 * x + 1;
w.y = 3 * x3 - 6 * x2 + 4;
w.z = -3 * x3 + 3 * x2 + 3 * x + 1;
w.w = x3;
return w / 6.0;
}
float4 bcFilter(texture2d<float> textureSrc, sampler samplr, float2 texcoord, float2 texscale) {
float fx = fract(texcoord.x);
float fy = fract(texcoord.y);
texcoord.x -= fx;
texcoord.y -= fy;
float4 xcubic = cubic(fx);
float4 ycubic = cubic(fy);
float4 c = float4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
float4 sample0 = textureSrc.sample(samplr, float2(offset.x, offset.z) * texscale);
float4 sample1 = textureSrc.sample(samplr, float2(offset.y, offset.z) * texscale);
float4 sample2 = textureSrc.sample(samplr, float2(offset.x, offset.w) * texscale);
float4 sample3 = textureSrc.sample(samplr, float2(offset.y, offset.w) * texscale);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx),
mix(sample1, sample0, sx), sy);
}
struct VertexOut {
float2 uv;
};
fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[texture(0)]], sampler samplr [[sampler(0)]], constant float2& textureSrcResolution [[buffer(0)]]) {
return float4(bcFilter(textureSrc, samplr, in.uv * textureSrcResolution, float2(1.0, 1.0) / textureSrcResolution).rgb, 1.0);
}
)";
const std::string RendererOutputShader::s_hermite_shader_source = const std::string RendererOutputShader::s_hermite_shader_source =
R"(#version 420 R"(#version 420
@ -147,6 +210,70 @@ void main(){
} }
)"; )";
const std::string RendererOutputShader::s_hermite_shader_source_mtl =
R"(#include <metal_stdlib>
using namespace metal;
// https://www.shadertoy.com/view/MllSzX
float3 CubicHermite(float3 A, float3 B, float3 C, float3 D, float t) {
float t2 = t*t;
float t3 = t*t*t;
float3 a = -A/2.0 + (3.0*B)/2.0 - (3.0*C)/2.0 + D/2.0;
float3 b = A - (5.0*B)/2.0 + 2.0*C - D / 2.0;
float3 c = -A/2.0 + C/2.0;
float3 d = B;
return a*t3 + b*t2 + c*t + d;
}
float3 BicubicHermiteTexture(texture2d<float> textureSrc, sampler samplr, float2 uv, float4 texelSize) {
float2 pixel = uv*texelSize.zw + 0.5;
float2 frac = fract(pixel);
pixel = floor(pixel) / texelSize.zw - float2(texelSize.xy/2.0);
float4 doubleSize = texelSize*texelSize;
float3 C00 = textureSrc.sample(samplr, pixel + float2(-texelSize.x ,-texelSize.y)).rgb;
float3 C10 = textureSrc.sample(samplr, pixel + float2( 0.0 ,-texelSize.y)).rgb;
float3 C20 = textureSrc.sample(samplr, pixel + float2( texelSize.x ,-texelSize.y)).rgb;
float3 C30 = textureSrc.sample(samplr, pixel + float2( doubleSize.x,-texelSize.y)).rgb;
float3 C01 = textureSrc.sample(samplr, pixel + float2(-texelSize.x , 0.0)).rgb;
float3 C11 = textureSrc.sample(samplr, pixel + float2( 0.0 , 0.0)).rgb;
float3 C21 = textureSrc.sample(samplr, pixel + float2( texelSize.x , 0.0)).rgb;
float3 C31 = textureSrc.sample(samplr, pixel + float2( doubleSize.x, 0.0)).rgb;
float3 C02 = textureSrc.sample(samplr, pixel + float2(-texelSize.x , texelSize.y)).rgb;
float3 C12 = textureSrc.sample(samplr, pixel + float2( 0.0 , texelSize.y)).rgb;
float3 C22 = textureSrc.sample(samplr, pixel + float2( texelSize.x , texelSize.y)).rgb;
float3 C32 = textureSrc.sample(samplr, pixel + float2( doubleSize.x, texelSize.y)).rgb;
float3 C03 = textureSrc.sample(samplr, pixel + float2(-texelSize.x , doubleSize.y)).rgb;
float3 C13 = textureSrc.sample(samplr, pixel + float2( 0.0 , doubleSize.y)).rgb;
float3 C23 = textureSrc.sample(samplr, pixel + float2( texelSize.x , doubleSize.y)).rgb;
float3 C33 = textureSrc.sample(samplr, pixel + float2( doubleSize.x, doubleSize.y)).rgb;
float3 CP0X = CubicHermite(C00, C10, C20, C30, frac.x);
float3 CP1X = CubicHermite(C01, C11, C21, C31, frac.x);
float3 CP2X = CubicHermite(C02, C12, C22, C32, frac.x);
float3 CP3X = CubicHermite(C03, C13, C23, C33, frac.x);
return CubicHermite(CP0X, CP1X, CP2X, CP3X, frac.y);
}
struct VertexOut {
float4 position [[position]];
float2 uv;
};
fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[texture(0)]], sampler samplr [[sampler(0)]], constant float2& outputResolution [[buffer(0)]]) {
float4 texelSize = float4(1.0 / outputResolution.xy, outputResolution.xy);
return float4(BicubicHermiteTexture(textureSrc, samplr, in.uv, texelSize), 1.0);
}
)";
RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source) RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
{ {
m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false); m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false);
@ -341,6 +468,45 @@ void main(){
)"; )";
return vertex_source.str(); return vertex_source.str();
} }
std::string RendererOutputShader::GetMetalVertexSource(bool render_upside_down)
{
// vertex shader
std::ostringstream vertex_source;
vertex_source <<
R"(#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
float2 uv;
};
vertex VertexOut main0(ushort vid [[vertex_id]]) {
VertexOut out;
float2 pos;
if (vid == 0) pos = float2(-1.0, -3.0);
else if (vid == 1) pos = float2(-1.0, 1.0);
else if (vid == 2) pos = float2(3.0, 1.0);
out.uv = pos * 0.5 + 0.5;
out.uv.y = 1.0 - out.uv.y;
)";
if (render_upside_down)
{
vertex_source <<
R"( pos.y = -pos.y;
)";
}
vertex_source <<
R"( out.position = float4(pos, 0.0, 1.0);
return out;
}
)";
return vertex_source.str();
}
void RendererOutputShader::InitializeStatic() void RendererOutputShader::InitializeStatic()
{ {
std::string vertex_source, vertex_source_ud; std::string vertex_source, vertex_source_ud;
@ -372,7 +538,19 @@ void RendererOutputShader::InitializeStatic()
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source); s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);*/ s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);*/
} else { }
cemuLog_logDebug(LogType::Force, "Output shader not implemented for Metal"); else
{
vertex_source = GetMetalVertexSource(false);
vertex_source_ud = GetMetalVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
} }
} }

View File

@ -40,8 +40,9 @@ public:
static RendererOutputShader* s_hermit_shader; static RendererOutputShader* s_hermit_shader;
static RendererOutputShader* s_hermit_shader_ud; static RendererOutputShader* s_hermit_shader_ud;
static std::string GetVulkanVertexSource(bool render_upside_down);
static std::string GetOpenGlVertexSource(bool render_upside_down); static std::string GetOpenGlVertexSource(bool render_upside_down);
static std::string GetVulkanVertexSource(bool render_upside_down);
static std::string GetMetalVertexSource(bool render_upside_down);
protected: protected:
RendererShader* m_vertex_shader; RendererShader* m_vertex_shader;
@ -61,4 +62,8 @@ private:
static const std::string s_bicubic_shader_source_vk; static const std::string s_bicubic_shader_source_vk;
static const std::string s_hermite_shader_source_vk; static const std::string s_hermite_shader_source_vk;
static const std::string s_copy_shader_source_mtl;
static const std::string s_bicubic_shader_source_mtl;
static const std::string s_hermite_shader_source_mtl;
}; };