mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-10-30 07:11:05 +00:00
Implement brightness slider & color correction.
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parent
cffefcdbf3
commit
f7d4f93ba0
3 changed files with 158 additions and 18 deletions
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@ -189,6 +189,7 @@ function(compile_pixel_shader FILE_PATH)
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endfunction()
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compile_vertex_shader(copy_vs)
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compile_pixel_shader(gamma_correction_ps)
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compile_pixel_shader(imgui_ps)
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compile_vertex_shader(imgui_vs)
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compile_pixel_shader(movie_ps)
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24
UnleashedRecomp/gpu/shader/gamma_correction_ps.hlsl
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24
UnleashedRecomp/gpu/shader/gamma_correction_ps.hlsl
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@ -0,0 +1,24 @@
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#include "../../../thirdparty/ShaderRecomp/ShaderRecomp/shader_common.hlsli"
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#ifdef __spirv__
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#define g_Gamma vk::RawBufferLoad<float3>(g_PushConstants.SharedConstants + 0)
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#define g_TextureDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 12)
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#else
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cbuffer SharedConstants : register(b2, space4)
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{
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float3 g_Gamma : packoffset(c0.x);
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uint g_TextureDescriptorIndex : packoffset(c0.w);
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};
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#endif
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float4 main(in float4 position : SV_Position) : SV_Target
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[g_TextureDescriptorIndex];
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float4 color = texture.Load(int3(position.xy, 0));
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color.rgb = pow(color.rgb, g_Gamma);
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return color;
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}
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@ -15,6 +15,8 @@
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#include "shader/copy_vs.hlsl.dxil.h"
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#include "shader/copy_vs.hlsl.spirv.h"
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#include "shader/gamma_correction_ps.hlsl.dxil.h"
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#include "shader/gamma_correction_ps.hlsl.spirv.h"
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#include "shader/imgui_ps.hlsl.dxil.h"
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#include "shader/imgui_ps.hlsl.spirv.h"
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#include "shader/imgui_vs.hlsl.dxil.h"
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@ -171,11 +173,20 @@ static std::unique_ptr<RenderSwapChain> g_swapChain;
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static bool g_swapChainValid;
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static bool g_needsResize;
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static constexpr RenderFormat BACKBUFFER_FORMAT = RenderFormat::B8G8R8A8_UNORM;
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static std::unique_ptr<RenderCommandSemaphore> g_acquireSemaphores[NUM_FRAMES];
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static std::unique_ptr<RenderCommandSemaphore> g_renderSemaphores[NUM_FRAMES];
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static uint32_t g_backBufferIndex;
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static GuestSurface* g_backBuffer;
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static std::unique_ptr<RenderTexture> g_intermediaryBackBufferTexture;
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static uint32_t g_intermediaryBackBufferTextureWidth;
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static uint32_t g_intermediaryBackBufferTextureHeight;
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static uint32_t g_intermediaryBackBufferTextureDescriptorIndex;
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static std::unique_ptr<RenderPipeline> g_gammaCorrectionPipeline;
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struct std::unique_ptr<RenderDescriptorSet> g_textureDescriptorSet;
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struct std::unique_ptr<RenderDescriptorSet> g_samplerDescriptorSet;
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@ -1080,7 +1091,7 @@ static void CreateImGuiBackend()
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pipelineDesc.pipelineLayout = g_imPipelineLayout.get();
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pipelineDesc.vertexShader = vertexShader.get();
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pipelineDesc.pixelShader = pixelShader.get();
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pipelineDesc.renderTargetFormat[0] = RenderFormat::B8G8R8A8_UNORM;
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pipelineDesc.renderTargetFormat[0] = BACKBUFFER_FORMAT;
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pipelineDesc.renderTargetBlend[0] = RenderBlendDesc::AlphaBlend();
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.inputElements = inputElements;
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@ -1121,7 +1132,7 @@ static void CreateHostDevice()
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g_copyCommandList = g_device->createCommandList(RenderCommandListType::COPY);
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g_copyCommandFence = g_device->createCommandFence();
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g_swapChain = g_queue->createSwapChain(Window::s_handle, Config::TripleBuffering ? 3 : 2, RenderFormat::B8G8R8A8_UNORM);
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g_swapChain = g_queue->createSwapChain(Window::s_handle, Config::TripleBuffering ? 3 : 2, BACKBUFFER_FORMAT);
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g_swapChain->setVsyncEnabled(Config::VSync);
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g_swapChainValid = !g_swapChain->needsResize();
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@ -1253,6 +1264,17 @@ static void CreateHostDevice()
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}
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CreateImGuiBackend();
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auto gammaCorrectionShader = CREATE_SHADER(gamma_correction_ps);
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RenderGraphicsPipelineDesc desc;
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desc.pipelineLayout = g_pipelineLayout.get();
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desc.vertexShader = copyShader.get();
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desc.pixelShader = gammaCorrectionShader.get();
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desc.renderTargetFormat[0] = BACKBUFFER_FORMAT;
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desc.renderTargetBlend[0] = RenderBlendDesc::Copy();
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desc.renderTargetCount = 1;
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g_gammaCorrectionPipeline = g_device->createGraphicsPipeline(desc);
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}
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static void WaitForGPU()
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@ -1290,7 +1312,7 @@ static void BeginCommandList()
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g_depthStencil = nullptr;
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g_framebuffer = nullptr;
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g_pipelineState.renderTargetFormat = g_backBuffer->format;
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g_pipelineState.renderTargetFormat = BACKBUFFER_FORMAT;
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g_pipelineState.depthStencilFormat = RenderFormat::UNKNOWN;
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g_swapChainValid &= !g_swapChain->needsResize();
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@ -1307,9 +1329,40 @@ static void BeginCommandList()
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g_swapChainValid = g_swapChain->acquireTexture(g_acquireSemaphores[g_frame].get(), &g_backBufferIndex);
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if (g_swapChainValid)
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g_backBuffer->texture = g_swapChain->getTexture(g_backBufferIndex);
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{
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bool applyingGammaCorrection = Config::Xbox360ColourCorrection || abs(Config::Brightness - 0.5f) > 0.001f;
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if (applyingGammaCorrection)
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{
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uint32_t width = g_swapChain->getWidth();
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uint32_t height = g_swapChain->getHeight();
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if (g_intermediaryBackBufferTextureWidth != width ||
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g_intermediaryBackBufferTextureHeight != height)
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{
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if (g_intermediaryBackBufferTextureDescriptorIndex == NULL)
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g_intermediaryBackBufferTextureDescriptorIndex = g_textureDescriptorAllocator.allocate();
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WaitForGPU(); // Fine to wait for GPU, this'll only happen during resize.
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g_intermediaryBackBufferTexture = g_device->createTexture(RenderTextureDesc::Texture2D(width, height, 1, BACKBUFFER_FORMAT, RenderTextureFlag::RENDER_TARGET));
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g_textureDescriptorSet->setTexture(g_intermediaryBackBufferTextureDescriptorIndex, g_intermediaryBackBufferTexture.get(), RenderTextureLayout::SHADER_READ);
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g_intermediaryBackBufferTextureWidth = width;
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g_intermediaryBackBufferTextureHeight = height;
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}
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g_backBuffer->texture = g_intermediaryBackBufferTexture.get();
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}
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else
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{
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g_backBuffer->texture = g_swapChain->getTexture(g_backBufferIndex);
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}
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}
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else
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{
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g_backBuffer->texture = g_backBuffer->textureHolder.get();
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}
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g_backBuffer->layout = RenderTextureLayout::UNKNOWN;
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@ -1339,8 +1392,8 @@ static uint32_t CreateDevice(uint32_t a1, uint32_t a2, uint32_t a3, uint32_t a4,
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g_backBuffer = g_userHeap.AllocPhysical<GuestSurface>(ResourceType::RenderTarget);
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g_backBuffer->width = 1280;
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g_backBuffer->height = 720;
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g_backBuffer->format = RenderFormat::B8G8R8A8_UNORM;
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g_backBuffer->textureHolder = g_device->createTexture(RenderTextureDesc::Texture2D(16, 16, 1, g_backBuffer->format, RenderTextureFlag::RENDER_TARGET));
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g_backBuffer->format = BACKBUFFER_FORMAT;
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g_backBuffer->textureHolder = g_device->createTexture(RenderTextureDesc::Texture2D(1, 1, 1, BACKBUFFER_FORMAT, RenderTextureFlag::RENDER_TARGET));
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BeginCommandList();
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@ -1639,12 +1692,84 @@ static void Present()
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g_renderQueue.enqueue(cmd);
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}
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static void SetRootDescriptor(const UploadAllocation& allocation, size_t index)
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{
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auto& commandList = g_commandLists[g_frame];
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if (g_vulkan)
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commandList->setGraphicsPushConstants(0, &allocation.deviceAddress, 8 * index, 8);
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else
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commandList->setGraphicsRootDescriptor(allocation.buffer->at(allocation.offset), index);
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}
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static void ProcPresent(const RenderCommand& cmd)
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{
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if (g_swapChainValid)
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AddBarrier(g_backBuffer, RenderTextureLayout::PRESENT);
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{
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auto swapChainTexture = g_swapChain->getTexture(g_backBufferIndex);
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if (g_backBuffer->texture == g_intermediaryBackBufferTexture.get())
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{
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struct
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{
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float gammaR;
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float gammaG;
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float gammaB;
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uint32_t textureDescriptorIndex;
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} constants;
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FlushBarriers();
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if (Config::Xbox360ColourCorrection)
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{
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constants.gammaR = 1.2f;
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constants.gammaG = 1.17f;
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constants.gammaB = 0.98f;
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}
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else
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{
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constants.gammaR = 1.0f;
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constants.gammaG = 1.0f;
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constants.gammaB = 1.0f;
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}
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float offset = (Config::Brightness - 0.5f) * 1.2f;
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constants.gammaR = 1.0f / std::clamp(constants.gammaR + offset, 0.1f, 4.0f);
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constants.gammaG = 1.0f / std::clamp(constants.gammaG + offset, 0.1f, 4.0f);
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constants.gammaB = 1.0f / std::clamp(constants.gammaB + offset, 0.1f, 4.0f);
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constants.textureDescriptorIndex = g_intermediaryBackBufferTextureDescriptorIndex;
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auto& framebuffer = g_backBuffer->framebuffers[swapChainTexture];
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if (!framebuffer)
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{
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RenderFramebufferDesc desc;
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desc.colorAttachments = const_cast<const RenderTexture**>(&swapChainTexture);
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desc.colorAttachmentsCount = 1;
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framebuffer = g_device->createFramebuffer(desc);
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}
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RenderTextureBarrier srcBarriers[] =
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{
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RenderTextureBarrier(g_intermediaryBackBufferTexture.get(), RenderTextureLayout::SHADER_READ),
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RenderTextureBarrier(swapChainTexture, RenderTextureLayout::COLOR_WRITE)
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};
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auto& commandList = g_commandLists[g_frame];
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commandList->barriers(RenderBarrierStage::GRAPHICS, srcBarriers, std::size(srcBarriers));
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commandList->setGraphicsPipelineLayout(g_pipelineLayout.get());
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commandList->setPipeline(g_gammaCorrectionPipeline.get());
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commandList->setGraphicsDescriptorSet(g_textureDescriptorSet.get(), 0);
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SetRootDescriptor(g_uploadAllocators[g_frame].allocate<false>(&constants, sizeof(constants), 0x100), 2);
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commandList->setFramebuffer(framebuffer.get());
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commandList->setViewports(RenderViewport(0.0f, 0.0f, g_intermediaryBackBufferTextureWidth, g_intermediaryBackBufferTextureHeight));
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commandList->setScissors(RenderRect(0, 0, g_intermediaryBackBufferTextureWidth, g_intermediaryBackBufferTextureHeight));
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commandList->drawInstanced(6, 1, 0, 0);
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commandList->barriers(RenderBarrierStage::GRAPHICS, RenderTextureBarrier(swapChainTexture, RenderTextureLayout::PRESENT));
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}
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else
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{
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AddBarrier(g_backBuffer, RenderTextureLayout::PRESENT);
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FlushBarriers();
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}
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}
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auto& commandList = g_commandLists[g_frame];
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commandList->end();
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@ -2537,16 +2662,6 @@ static void ProcSetSamplerState(const RenderCommand& cmd)
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}
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}
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static void SetRootDescriptor(const UploadAllocation& allocation, size_t index)
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{
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auto& commandList = g_commandLists[g_frame];
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if (g_vulkan)
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commandList->setGraphicsPushConstants(0, &allocation.deviceAddress, 8 * index, 8);
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else
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commandList->setGraphicsRootDescriptor(allocation.buffer->at(allocation.offset), index);
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}
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static void ProcSetVertexShaderConstants(const RenderCommand& cmd)
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{
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SetRootDescriptor(cmd.setVertexShaderConstants.allocation, 0);
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