Depth of Field scaling fix. (#22)

* Initial DoF fix experiments.

* Implement proper DoF weighting & add quality options.

Co-authored-by: Dario <dariosamo@gmail.com>

* Change auto resolutions, remove from options menu.

* Precompile pipelines for the custom gaussian blur shaders.

---------

Co-authored-by: Dario <dariosamo@gmail.com>
This commit is contained in:
Skyth (Asilkan) 2024-12-08 00:54:03 +03:00 committed by GitHub
parent 8c44d62ed9
commit 4bd8d10d61
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GPG key ID: B5690EEEBB952194
10 changed files with 212 additions and 3 deletions

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@ -284,6 +284,10 @@ function(compile_pixel_shader FILE_PATH)
endfunction()
compile_vertex_shader(copy_vs)
compile_pixel_shader(gaussian_blur_3x3)
compile_pixel_shader(gaussian_blur_5x5)
compile_pixel_shader(gaussian_blur_7x7)
compile_pixel_shader(gaussian_blur_9x9)
compile_pixel_shader(gamma_correction_ps)
compile_pixel_shader(imgui_ps)
compile_vertex_shader(imgui_vs)

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@ -0,0 +1,71 @@
#include "../../../thirdparty/ShaderRecomp/ShaderRecomp/shader_common.h"
#ifdef __spirv__
#define g_ViewportSize vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 384, 0x10)
#define g_offsets(INDEX) select((INDEX) < 74, vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + (150 + min(INDEX, 73)) * 16, 0x10), 0.0)
#define g_weights vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 2656, 0x10)
#define s0_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 0)
#define s0_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 192)
#else
cbuffer PixelShaderConstants : register(b1, space4)
{
float4 g_ViewportSize : packoffset(c24);
float4 g_offsets[2] : packoffset(c150);
#define g_offsets(INDEX) select((INDEX) < 74, g_offsets[min(INDEX, 73)], 0.0)
float4 g_weights : packoffset(c166);
};
cbuffer SharedConstants : register(b2, space4)
{
uint s0_Texture2DDescriptorIndex : packoffset(c0.x);
uint s0_SamplerDescriptorIndex : packoffset(c12.x);
DEFINE_SHARED_CONSTANTS();
};
#endif
#ifdef __INTELLISENSE__
#define KERNEL_SIZE 5
#endif
#define PI 3.14159265358979323846
float ComputeWeight(float x)
{
float std = 0.952;
return exp(-(x * x) / (2.0 * std * std)) / (std * sqrt(2.0 * PI));
}
float4 main(in float4 iPosition : SV_Position, in float4 iTexCoord0 : TEXCOORD0) : SV_Target
{
Texture2D<float4> texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex];
SamplerState samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex];
float scale = g_ViewportSize.y / 360.0;
float2 offsets[3];
offsets[0] = g_offsets(0).xy * scale;
offsets[1] = g_offsets(0).zw * scale;
offsets[2] = g_offsets(1).xy * scale;
float4 color = 0.0;
float weightSum = 0.0;
[unroll]
for (int i = 0; i < KERNEL_SIZE; i++)
{
float step = i / float(KERNEL_SIZE - 1);
float scaled = step * 2;
float2 offset = lerp(offsets[int(scaled)], offsets[min(int(scaled) + 1, 2)], frac(scaled));
float offsetScale = 1.0 / 0.75;
float weight = ComputeWeight(lerp(-offsetScale, offsetScale, step));
color += texture.Sample(samplerState, iTexCoord0.xy + offset) * weight;
weightSum += weight;
}
return color / weightSum;
}

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@ -0,0 +1,2 @@
#define KERNEL_SIZE 3
#include "gaussian_blur.hlsli"

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@ -0,0 +1,2 @@
#define KERNEL_SIZE 5
#include "gaussian_blur.hlsli"

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@ -0,0 +1,2 @@
#define KERNEL_SIZE 7
#include "gaussian_blur.hlsli"

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@ -0,0 +1,2 @@
#define KERNEL_SIZE 9
#include "gaussian_blur.hlsli"

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@ -34,6 +34,14 @@
#include "../../thirdparty/ShaderRecomp/ShaderRecomp/shader_common.h"
#include "shader/copy_vs.hlsl.dxil.h"
#include "shader/copy_vs.hlsl.spirv.h"
#include "shader/gaussian_blur_3x3.hlsl.dxil.h"
#include "shader/gaussian_blur_3x3.hlsl.spirv.h"
#include "shader/gaussian_blur_5x5.hlsl.dxil.h"
#include "shader/gaussian_blur_5x5.hlsl.spirv.h"
#include "shader/gaussian_blur_7x7.hlsl.dxil.h"
#include "shader/gaussian_blur_7x7.hlsl.spirv.h"
#include "shader/gaussian_blur_9x9.hlsl.dxil.h"
#include "shader/gaussian_blur_9x9.hlsl.spirv.h"
#include "shader/gamma_correction_ps.hlsl.dxil.h"
#include "shader/gamma_correction_ps.hlsl.spirv.h"
#include "shader/imgui_ps.hlsl.dxil.h"
@ -1025,6 +1033,17 @@ static const std::pair<GuestRenderState, void*> g_setRenderStateFunctions[] =
static std::unique_ptr<RenderPipeline> g_resolveMsaaDepthPipelines[3];
enum
{
GAUSSIAN_BLUR_3X3,
GAUSSIAN_BLUR_5X5,
GAUSSIAN_BLUR_7X7,
GAUSSIAN_BLUR_9X9,
GAUSSIAN_BLUR_COUNT
};
static std::unique_ptr<GuestShader> g_gaussianBlurShaders[GAUSSIAN_BLUR_COUNT];
#define CREATE_SHADER(NAME) \
g_device->createShader( \
g_vulkan ? g_##NAME##_spirv : g_##NAME##_dxil, \
@ -1416,6 +1435,14 @@ void Video::CreateHostDevice()
g_resolveMsaaDepthPipelines[i] = g_device->createGraphicsPipeline(desc);
}
for (auto& shader : g_gaussianBlurShaders)
shader = std::make_unique<GuestShader>(ResourceType::PixelShader);
g_gaussianBlurShaders[GAUSSIAN_BLUR_3X3]->shader = CREATE_SHADER(gaussian_blur_3x3);
g_gaussianBlurShaders[GAUSSIAN_BLUR_5X5]->shader = CREATE_SHADER(gaussian_blur_5x5);
g_gaussianBlurShaders[GAUSSIAN_BLUR_7X7]->shader = CREATE_SHADER(gaussian_blur_7x7);
g_gaussianBlurShaders[GAUSSIAN_BLUR_9X9]->shader = CREATE_SHADER(gaussian_blur_9x9);
CreateImGuiBackend();
auto gammaCorrectionShader = CREATE_SHADER(gamma_correction_ps);
@ -3844,7 +3871,53 @@ static void SetPixelShader(GuestDevice* device, GuestShader* shader)
static void ProcSetPixelShader(const RenderCommand& cmd)
{
SetDirtyValue(g_dirtyStates.pipelineState, g_pipelineState.pixelShader, cmd.setPixelShader.shader);
GuestShader* shader = cmd.setPixelShader.shader;
if (shader != nullptr &&
shader->shaderCacheEntry != nullptr &&
shader->shaderCacheEntry->hash == 0x4294510C775F4EE8)
{
size_t shaderIndex = GAUSSIAN_BLUR_3X3;
switch (Config::DepthOfFieldQuality)
{
case EDepthOfFieldQuality::Low:
shaderIndex = GAUSSIAN_BLUR_3X3;
break;
case EDepthOfFieldQuality::Medium:
shaderIndex = GAUSSIAN_BLUR_5X5;
break;
case EDepthOfFieldQuality::High:
shaderIndex = GAUSSIAN_BLUR_7X7;
break;
case EDepthOfFieldQuality::Ultra:
shaderIndex = GAUSSIAN_BLUR_9X9;
break;
default:
{
size_t height = round(g_swapChain->getHeight() * Config::ResolutionScale);
// Use the middle point between resolutions to have the transition less noticable.
if (height >= ((2160 + 1440) / 2))
shaderIndex = GAUSSIAN_BLUR_9X9;
else if (height >= ((1440 + 1080) / 2))
shaderIndex = GAUSSIAN_BLUR_7X7;
else if (height >= ((1080 + 720) / 2))
shaderIndex = GAUSSIAN_BLUR_5X5;
else
shaderIndex = GAUSSIAN_BLUR_3X3;
break;
}
}
shader = g_gaussianBlurShaders[shaderIndex].get();
}
SetDirtyValue(g_dirtyStates.pipelineState, g_pipelineState.pixelShader, shader);
}
static std::thread g_renderThread([]
@ -5391,9 +5464,24 @@ static void ModelConsumerThread()
EnqueueGraphicsPipelineCompilation(msaaPipelineState, emptyHolderPair, "Precompiled Pipeline MSAA");
}
// Compile the custom gaussian blur shaders that we pass to the game.
if (pipelineState.pixelShader != nullptr &&
pipelineState.pixelShader->shaderCacheEntry != nullptr &&
pipelineState.pixelShader->shaderCacheEntry->hash == 0x4294510C775F4EE8)
{
for (auto& shader : g_gaussianBlurShaders)
{
pipelineState.pixelShader = shader.get();
SanitizePipelineState(pipelineState);
EnqueueGraphicsPipelineCompilation(pipelineState, emptyHolderPair, "Precompiled Gaussian Blur Pipeline");
}
}
else
{
SanitizePipelineState(pipelineState);
EnqueueGraphicsPipelineCompilation(pipelineState, emptyHolderPair, "Precompiled Pipeline");
}
}
g_pendingPipelineStateCache = false;
--g_pendingDataCount;

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@ -309,6 +309,25 @@ CONFIG_DEFINE_ENUM_LOCALE(EGITextureFiltering)
}
};
CONFIG_DEFINE_LOCALE(DepthOfFieldQuality)
{
{ ELanguage::English, { "Depth of Field Quality", "[PLACEHOLDER]" } }
};
CONFIG_DEFINE_ENUM_LOCALE(EDepthOfFieldQuality)
{
{
ELanguage::English,
{
{ EDepthOfFieldQuality::Auto, { "AUTO", "" } },
{ EDepthOfFieldQuality::Low, { "LOW", "" } },
{ EDepthOfFieldQuality::Medium, { "MEDIUM", "" } },
{ EDepthOfFieldQuality::High, { "HIGH", "" } },
{ EDepthOfFieldQuality::Ultra, { "ULTRA", "" } },
}
}
};
CONFIG_DEFINE_LOCALE(MotionBlur)
{
{ ELanguage::English, { "Motion Blur", "Use per-object motion blur and radial blur." } }

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@ -63,6 +63,7 @@ public:
CONFIG_DEFINE("Video", size_t, AnisotropicFiltering, 16);
CONFIG_DEFINE_ENUM_LOCALISED("Video", EShadowResolution, ShadowResolution, EShadowResolution::x4096);
CONFIG_DEFINE_ENUM_LOCALISED("Video", EGITextureFiltering, GITextureFiltering, EGITextureFiltering::Bicubic);
CONFIG_DEFINE_ENUM_LOCALISED("Video", EDepthOfFieldQuality, DepthOfFieldQuality, EDepthOfFieldQuality::Auto);
CONFIG_DEFINE_LOCALISED("Video", bool, MotionBlur, true);
CONFIG_DEFINE_LOCALISED("Video", bool, XboxColourCorrection, false);
CONFIG_DEFINE_ENUM_LOCALISED("Video", EMovieScaleMode, MovieScaleMode, EMovieScaleMode::Fit);

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@ -192,6 +192,24 @@ CONFIG_DEFINE_ENUM_TEMPLATE(EGITextureFiltering)
{ "Bicubic", EGITextureFiltering::Bicubic }
};
enum class EDepthOfFieldQuality : uint32_t
{
Auto,
Low,
Medium,
High,
Ultra
};
CONFIG_DEFINE_ENUM_TEMPLATE(EDepthOfFieldQuality)
{
{ "Auto", EDepthOfFieldQuality::Auto },
{ "Low", EDepthOfFieldQuality::Low },
{ "Medium", EDepthOfFieldQuality::Medium },
{ "High", EDepthOfFieldQuality::High },
{ "Ultra", EDepthOfFieldQuality::Ultra }
};
enum class EMovieScaleMode : uint32_t
{
Stretch,