mirror of https://github.com/stenzek/duckstation
				
				
				
			GPU: Split backend into Backend+Presenter
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// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#include "gpu_presenter.h"
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#include "fullscreen_ui.h"
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#include "gpu.h"
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#include "gpu_backend.h"
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#include "gpu_shadergen.h"
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#include "gpu_thread.h"
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#include "gpu_thread_commands.h"
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#include "host.h"
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#include "imgui_overlays.h"
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#include "performance_counters.h"
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#include "save_state_version.h"
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#include "settings.h"
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#include "system.h"
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#include "util/gpu_device.h"
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#include "util/image.h"
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#include "util/imgui_fullscreen.h"
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#include "util/imgui_manager.h"
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#include "util/media_capture.h"
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#include "util/postprocessing.h"
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#include "util/state_wrapper.h"
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#include "common/align.h"
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#include "common/error.h"
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#include "common/file_system.h"
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#include "common/gsvector_formatter.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/small_string.h"
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#include "common/string_util.h"
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#include "common/threading.h"
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#include "common/timer.h"
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#include <numbers>
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LOG_CHANNEL(GPU);
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static constexpr GPUTexture::Format DISPLAY_INTERNAL_POSTFX_FORMAT = GPUTexture::Format::RGBA8;
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GPUPresenter::GPUPresenter() = default;
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GPUPresenter::~GPUPresenter()
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{
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  DestroyDeinterlaceTextures();
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  g_gpu_device->RecycleTexture(std::move(m_chroma_smoothing_texture));
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}
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bool GPUPresenter::Initialize(Error* error)
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{
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  if (!CompileDisplayPipelines(true, true, g_gpu_settings.display_24bit_chroma_smoothing, error))
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    return false;
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  return true;
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}
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void GPUPresenter::UpdateSettings(const GPUSettings& old_settings)
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{
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  if (g_gpu_settings.display_scaling != old_settings.display_scaling ||
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      g_gpu_settings.display_deinterlacing_mode != old_settings.display_deinterlacing_mode ||
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      g_gpu_settings.display_24bit_chroma_smoothing != old_settings.display_24bit_chroma_smoothing)
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  {
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    // Toss buffers on mode change.
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    if (g_gpu_settings.display_deinterlacing_mode != old_settings.display_deinterlacing_mode)
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      DestroyDeinterlaceTextures();
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    if (!CompileDisplayPipelines(
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          g_gpu_settings.display_scaling != old_settings.display_scaling,
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          g_gpu_settings.display_deinterlacing_mode != old_settings.display_deinterlacing_mode,
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          g_gpu_settings.display_24bit_chroma_smoothing != old_settings.display_24bit_chroma_smoothing, nullptr))
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    {
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      Panic("Failed to compile display pipeline on settings change.");
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    }
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  }
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}
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bool GPUPresenter::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error)
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{
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  const GPUShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend,
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                               g_gpu_device->GetFeatures().framebuffer_fetch);
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  GPUPipeline::GraphicsConfig plconfig;
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  plconfig.primitive = GPUPipeline::Primitive::Triangles;
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  plconfig.rasterization = GPUPipeline::RasterizationState::GetNoCullState();
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  plconfig.depth = GPUPipeline::DepthState::GetNoTestsState();
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  plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
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  plconfig.geometry_shader = nullptr;
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  plconfig.depth_format = GPUTexture::Format::Unknown;
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  plconfig.samples = 1;
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  plconfig.per_sample_shading = false;
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  plconfig.render_pass_flags = GPUPipeline::NoRenderPassFlags;
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  if (display)
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  {
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    GPUBackend::SetScreenQuadInputLayout(plconfig);
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    plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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    plconfig.SetTargetFormats(g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetFormat() :
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                                                                 GPUTexture::Format::RGBA8);
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    std::string vs = shadergen.GenerateDisplayVertexShader();
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    std::string fs;
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    switch (g_gpu_settings.display_scaling)
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    {
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      case DisplayScalingMode::BilinearSharp:
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        fs = shadergen.GenerateDisplaySharpBilinearFragmentShader();
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        break;
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      case DisplayScalingMode::BilinearSmooth:
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      case DisplayScalingMode::BilinearInteger:
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        fs = shadergen.GenerateDisplayFragmentShader(true, false);
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        break;
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      case DisplayScalingMode::Nearest:
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      case DisplayScalingMode::NearestInteger:
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      default:
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        fs = shadergen.GenerateDisplayFragmentShader(false, true);
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        break;
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    }
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    std::unique_ptr<GPUShader> vso =
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      g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(), vs, error);
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    std::unique_ptr<GPUShader> fso =
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      g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), fs, error);
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    if (!vso || !fso)
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      return false;
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    GL_OBJECT_NAME(vso, "Display Vertex Shader");
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    GL_OBJECT_NAME_FMT(fso, "Display Fragment Shader [{}]",
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                       Settings::GetDisplayScalingName(g_gpu_settings.display_scaling));
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    plconfig.vertex_shader = vso.get();
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    plconfig.fragment_shader = fso.get();
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    if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
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      return false;
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    GL_OBJECT_NAME_FMT(m_display_pipeline, "Display Pipeline [{}]",
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                       Settings::GetDisplayScalingName(g_gpu_settings.display_scaling));
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  }
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  plconfig.input_layout = {};
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  plconfig.primitive = GPUPipeline::Primitive::Triangles;
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  if (deinterlace)
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  {
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    std::unique_ptr<GPUShader> vso = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
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                                                                shadergen.GenerateScreenQuadVertexShader(), error);
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    if (!vso)
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      return false;
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    GL_OBJECT_NAME(vso, "Deinterlace Vertex Shader");
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    plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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    plconfig.vertex_shader = vso.get();
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    plconfig.SetTargetFormats(GPUTexture::Format::RGBA8);
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    switch (g_gpu_settings.display_deinterlacing_mode)
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    {
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      case DisplayDeinterlacingMode::Disabled:
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      case DisplayDeinterlacingMode::Progressive:
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        break;
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      case DisplayDeinterlacingMode::Weave:
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      {
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        std::unique_ptr<GPUShader> fso = g_gpu_device->CreateShader(
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          GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateDeinterlaceWeaveFragmentShader(), error);
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        if (!fso)
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          return false;
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        GL_OBJECT_NAME(fso, "Weave Deinterlace Fragment Shader");
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        plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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        plconfig.vertex_shader = vso.get();
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        plconfig.fragment_shader = fso.get();
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        if (!(m_deinterlace_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
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          return false;
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        GL_OBJECT_NAME(m_deinterlace_pipeline, "Weave Deinterlace Pipeline");
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      }
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      break;
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      case DisplayDeinterlacingMode::Blend:
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      {
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        std::unique_ptr<GPUShader> fso = g_gpu_device->CreateShader(
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          GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateDeinterlaceBlendFragmentShader(), error);
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        if (!fso)
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          return false;
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        GL_OBJECT_NAME(fso, "Blend Deinterlace Fragment Shader");
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        plconfig.layout = GPUPipeline::Layout::MultiTextureAndPushConstants;
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        plconfig.vertex_shader = vso.get();
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        plconfig.fragment_shader = fso.get();
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        if (!(m_deinterlace_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
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          return false;
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        GL_OBJECT_NAME(m_deinterlace_pipeline, "Blend Deinterlace Pipeline");
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      }
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      break;
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      case DisplayDeinterlacingMode::Adaptive:
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      {
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        std::unique_ptr<GPUShader> fso =
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          g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
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                                     shadergen.GenerateFastMADReconstructFragmentShader(), error);
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        if (!fso)
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          return false;
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        GL_OBJECT_NAME(fso, "FastMAD Reconstruct Fragment Shader");
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        plconfig.layout = GPUPipeline::Layout::MultiTextureAndPushConstants;
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        plconfig.fragment_shader = fso.get();
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        if (!(m_deinterlace_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
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          return false;
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        GL_OBJECT_NAME(m_deinterlace_pipeline, "FastMAD Reconstruct Pipeline");
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      }
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      break;
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      default:
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        UnreachableCode();
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    }
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  }
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  if (chroma_smoothing)
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  {
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    m_chroma_smoothing_pipeline.reset();
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    g_gpu_device->RecycleTexture(std::move(m_chroma_smoothing_texture));
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    if (g_gpu_settings.display_24bit_chroma_smoothing)
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    {
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      plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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      plconfig.SetTargetFormats(GPUTexture::Format::RGBA8);
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      std::unique_ptr<GPUShader> vso = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
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                                                                  shadergen.GenerateScreenQuadVertexShader(), error);
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      std::unique_ptr<GPUShader> fso = g_gpu_device->CreateShader(
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        GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateChromaSmoothingFragmentShader(), error);
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      if (!vso || !fso)
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        return false;
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      GL_OBJECT_NAME(vso, "Chroma Smoothing Vertex Shader");
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      GL_OBJECT_NAME(fso, "Chroma Smoothing Fragment Shader");
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      plconfig.vertex_shader = vso.get();
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      plconfig.fragment_shader = fso.get();
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      if (!(m_chroma_smoothing_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
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        return false;
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      GL_OBJECT_NAME(m_chroma_smoothing_pipeline, "Chroma Smoothing Pipeline");
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    }
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  }
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  return true;
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}
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void GPUPresenter::ClearDisplay()
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{
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  ClearDisplayTexture();
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  // Just recycle the textures, it'll get re-fetched.
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  DestroyDeinterlaceTextures();
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}
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void GPUPresenter::ClearDisplayTexture()
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{
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  m_display_texture = nullptr;
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  m_display_texture_view_x = 0;
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  m_display_texture_view_y = 0;
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  m_display_texture_view_width = 0;
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  m_display_texture_view_height = 0;
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}
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void GPUPresenter::SetDisplayParameters(u16 display_width, u16 display_height, u16 display_origin_left,
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                                        u16 display_origin_top, u16 display_vram_width, u16 display_vram_height,
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                                        float display_pixel_aspect_ratio)
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{
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  m_display_width = display_width;
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  m_display_height = display_height;
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  m_display_origin_left = display_origin_left;
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  m_display_origin_top = display_origin_top;
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  m_display_vram_width = display_vram_width;
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  m_display_vram_height = display_vram_height;
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  m_display_pixel_aspect_ratio = display_pixel_aspect_ratio;
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}
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void GPUPresenter::SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_buffer, s32 view_x, s32 view_y,
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                                     s32 view_width, s32 view_height)
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{
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  DebugAssert(texture);
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  if (g_gpu_settings.display_auto_resize_window &&
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      (view_width != m_display_texture_view_width || view_height != m_display_texture_view_height))
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  {
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    Host::RunOnCPUThread([]() { System::RequestDisplaySize(); });
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  }
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  m_display_texture = texture;
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  m_display_depth_buffer = depth_buffer;
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  m_display_texture_view_x = view_x;
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  m_display_texture_view_y = view_y;
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  m_display_texture_view_width = view_width;
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  m_display_texture_view_height = view_height;
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}
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GPUDevice::PresentResult GPUPresenter::PresentDisplay()
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{
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  if (!g_gpu_device->HasMainSwapChain())
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    return GPUDevice::PresentResult::SkipPresent;
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  GSVector4i display_rect;
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  GSVector4i draw_rect;
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  CalculateDrawRect(g_gpu_device->GetMainSwapChain()->GetWidth(), g_gpu_device->GetMainSwapChain()->GetHeight(),
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                    !g_gpu_settings.gpu_show_vram, true, &display_rect, &draw_rect);
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  return RenderDisplay(nullptr, display_rect, draw_rect, !g_gpu_settings.gpu_show_vram);
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}
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GPUDevice::PresentResult GPUPresenter::RenderDisplay(GPUTexture* target, const GSVector4i display_rect,
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                                                     const GSVector4i draw_rect, bool postfx)
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{
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  GL_SCOPE_FMT("RenderDisplay: {}", draw_rect);
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  if (m_display_texture)
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    m_display_texture->MakeReadyForSampling();
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  // Internal post-processing.
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  GPUTexture* display_texture = m_display_texture;
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  s32 display_texture_view_x = m_display_texture_view_x;
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  s32 display_texture_view_y = m_display_texture_view_y;
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  s32 display_texture_view_width = m_display_texture_view_width;
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  s32 display_texture_view_height = m_display_texture_view_height;
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  if (postfx && display_texture && PostProcessing::InternalChain.IsActive() &&
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      PostProcessing::InternalChain.CheckTargets(DISPLAY_INTERNAL_POSTFX_FORMAT, display_texture_view_width,
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                                                 display_texture_view_height))
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  {
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    DebugAssert(display_texture_view_x == 0 && display_texture_view_y == 0 &&
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                static_cast<s32>(display_texture->GetWidth()) == display_texture_view_width &&
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                static_cast<s32>(display_texture->GetHeight()) == display_texture_view_height);
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    // Now we can apply the post chain.
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    GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture();
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    if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture,
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                                            GSVector4i(0, 0, display_texture_view_width, display_texture_view_height),
 | 
			
		||||
                                            display_texture_view_width, display_texture_view_height, m_display_width,
 | 
			
		||||
                                            m_display_height) == GPUDevice::PresentResult::OK)
 | 
			
		||||
    {
 | 
			
		||||
      display_texture_view_x = 0;
 | 
			
		||||
      display_texture_view_y = 0;
 | 
			
		||||
      display_texture = post_output_texture;
 | 
			
		||||
      display_texture->MakeReadyForSampling();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  const GPUTexture::Format hdformat = target ? target->GetFormat() : g_gpu_device->GetMainSwapChain()->GetFormat();
 | 
			
		||||
  const u32 target_width = target ? target->GetWidth() : g_gpu_device->GetMainSwapChain()->GetWidth();
 | 
			
		||||
  const u32 target_height = target ? target->GetHeight() : g_gpu_device->GetMainSwapChain()->GetHeight();
 | 
			
		||||
  const bool really_postfx = (postfx && PostProcessing::DisplayChain.IsActive() && g_gpu_device->HasMainSwapChain() &&
 | 
			
		||||
                              hdformat != GPUTexture::Format::Unknown && target_width > 0 && target_height > 0 &&
 | 
			
		||||
                              PostProcessing::DisplayChain.CheckTargets(hdformat, target_width, target_height));
 | 
			
		||||
  const u32 real_target_width =
 | 
			
		||||
    (target || really_postfx) ? target_width : g_gpu_device->GetMainSwapChain()->GetPostRotatedWidth();
 | 
			
		||||
  const u32 real_target_height =
 | 
			
		||||
    (target || really_postfx) ? target_height : g_gpu_device->GetMainSwapChain()->GetPostRotatedHeight();
 | 
			
		||||
  GSVector4i real_draw_rect =
 | 
			
		||||
    (target || really_postfx) ? draw_rect : g_gpu_device->GetMainSwapChain()->PreRotateClipRect(draw_rect);
 | 
			
		||||
  if (really_postfx)
 | 
			
		||||
  {
 | 
			
		||||
    g_gpu_device->ClearRenderTarget(PostProcessing::DisplayChain.GetInputTexture(), GPUDevice::DEFAULT_CLEAR_COLOR);
 | 
			
		||||
    g_gpu_device->SetRenderTarget(PostProcessing::DisplayChain.GetInputTexture());
 | 
			
		||||
  }
 | 
			
		||||
  else
 | 
			
		||||
  {
 | 
			
		||||
    if (target)
 | 
			
		||||
    {
 | 
			
		||||
      g_gpu_device->SetRenderTarget(target);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
      const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(g_gpu_device->GetMainSwapChain());
 | 
			
		||||
      if (pres != GPUDevice::PresentResult::OK)
 | 
			
		||||
        return pres;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (display_texture)
 | 
			
		||||
  {
 | 
			
		||||
    bool texture_filter_linear = false;
 | 
			
		||||
 | 
			
		||||
    struct alignas(16) Uniforms
 | 
			
		||||
    {
 | 
			
		||||
      float src_size[4];
 | 
			
		||||
      float clamp_rect[4];
 | 
			
		||||
      float params[4];
 | 
			
		||||
    } uniforms;
 | 
			
		||||
    std::memset(uniforms.params, 0, sizeof(uniforms.params));
 | 
			
		||||
 | 
			
		||||
    switch (g_gpu_settings.display_scaling)
 | 
			
		||||
    {
 | 
			
		||||
      case DisplayScalingMode::Nearest:
 | 
			
		||||
      case DisplayScalingMode::NearestInteger:
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case DisplayScalingMode::BilinearSmooth:
 | 
			
		||||
      case DisplayScalingMode::BilinearInteger:
 | 
			
		||||
        texture_filter_linear = true;
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
      case DisplayScalingMode::BilinearSharp:
 | 
			
		||||
      {
 | 
			
		||||
        texture_filter_linear = true;
 | 
			
		||||
        uniforms.params[0] = std::max(
 | 
			
		||||
          std::floor(static_cast<float>(draw_rect.width()) / static_cast<float>(m_display_texture_view_width)), 1.0f);
 | 
			
		||||
        uniforms.params[1] = std::max(
 | 
			
		||||
          std::floor(static_cast<float>(draw_rect.height()) / static_cast<float>(m_display_texture_view_height)), 1.0f);
 | 
			
		||||
        uniforms.params[2] = 0.5f - 0.5f / uniforms.params[0];
 | 
			
		||||
        uniforms.params[3] = 0.5f - 0.5f / uniforms.params[1];
 | 
			
		||||
      }
 | 
			
		||||
      break;
 | 
			
		||||
 | 
			
		||||
      default:
 | 
			
		||||
        UnreachableCode();
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->SetPipeline(m_display_pipeline.get());
 | 
			
		||||
    g_gpu_device->SetTextureSampler(
 | 
			
		||||
      0, display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
 | 
			
		||||
 | 
			
		||||
    // For bilinear, clamp to 0.5/SIZE-0.5 to avoid bleeding from the adjacent texels in VRAM. This is because
 | 
			
		||||
    // 1.0 in UV space is not the bottom-right texel, but a mix of the bottom-right and wrapped/next texel.
 | 
			
		||||
    const GSVector2 display_texture_size = GSVector2(display_texture->GetSizeVec());
 | 
			
		||||
    const GSVector4 display_texture_size4 = GSVector4::xyxy(display_texture_size);
 | 
			
		||||
    const GSVector4 uv_rect = GSVector4(GSVector4i(display_texture_view_x, display_texture_view_y,
 | 
			
		||||
                                                   display_texture_view_x + display_texture_view_width,
 | 
			
		||||
                                                   display_texture_view_y + display_texture_view_height)) /
 | 
			
		||||
                              display_texture_size4;
 | 
			
		||||
    GSVector4::store<true>(uniforms.clamp_rect,
 | 
			
		||||
                           GSVector4(static_cast<float>(display_texture_view_x) + 0.5f,
 | 
			
		||||
                                     static_cast<float>(display_texture_view_y) + 0.5f,
 | 
			
		||||
                                     static_cast<float>(display_texture_view_x + display_texture_view_width) - 0.5f,
 | 
			
		||||
                                     static_cast<float>(display_texture_view_y + display_texture_view_height) - 0.5f) /
 | 
			
		||||
                             display_texture_size4);
 | 
			
		||||
    GSVector4::store<true>(uniforms.src_size,
 | 
			
		||||
                           GSVector4::xyxy(display_texture_size, GSVector2::cxpr(1.0f) / display_texture_size));
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->SetViewport(0, 0, real_target_width, real_target_height);
 | 
			
		||||
    g_gpu_device->SetScissor(g_gpu_device->UsesLowerLeftOrigin() ?
 | 
			
		||||
                               GPUDevice::FlipToLowerLeft(real_draw_rect, real_target_height) :
 | 
			
		||||
                               real_draw_rect);
 | 
			
		||||
 | 
			
		||||
    GPUBackend::ScreenVertex* vertices;
 | 
			
		||||
    u32 space;
 | 
			
		||||
    u32 base_vertex;
 | 
			
		||||
    g_gpu_device->MapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4, reinterpret_cast<void**>(&vertices), &space,
 | 
			
		||||
                                  &base_vertex);
 | 
			
		||||
 | 
			
		||||
    const WindowInfo::PreRotation surface_prerotation = (target || really_postfx) ?
 | 
			
		||||
                                                          WindowInfo::PreRotation::Identity :
 | 
			
		||||
                                                          g_gpu_device->GetMainSwapChain()->GetPreRotation();
 | 
			
		||||
 | 
			
		||||
    const DisplayRotation uv_rotation = static_cast<DisplayRotation>(
 | 
			
		||||
      (static_cast<u32>(g_gpu_settings.display_rotation) + static_cast<u32>(surface_prerotation)) %
 | 
			
		||||
      static_cast<u32>(DisplayRotation::Count));
 | 
			
		||||
 | 
			
		||||
    const GSVector4 xy =
 | 
			
		||||
      GPUBackend::GetScreenQuadClipSpaceCoordinates(real_draw_rect, GSVector2i(real_target_width, real_target_height));
 | 
			
		||||
    switch (uv_rotation)
 | 
			
		||||
    {
 | 
			
		||||
      case DisplayRotation::Normal:
 | 
			
		||||
        vertices[0].Set(xy.xy(), uv_rect.xy());
 | 
			
		||||
        vertices[1].Set(xy.zyzw().xy(), uv_rect.zyzw().xy());
 | 
			
		||||
        vertices[2].Set(xy.xwzw().xy(), uv_rect.xwzw().xy());
 | 
			
		||||
        vertices[3].Set(xy.zw(), uv_rect.zw());
 | 
			
		||||
        break;
 | 
			
		||||
      case DisplayRotation::Rotate90:
 | 
			
		||||
        vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
 | 
			
		||||
        vertices[1].Set(xy.zyzw().xy(), uv_rect.xy());
 | 
			
		||||
        vertices[2].Set(xy.xwzw().xy(), uv_rect.zw());
 | 
			
		||||
        vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
 | 
			
		||||
        break;
 | 
			
		||||
      case DisplayRotation::Rotate180:
 | 
			
		||||
        vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
 | 
			
		||||
        vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
 | 
			
		||||
        vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
 | 
			
		||||
        vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
 | 
			
		||||
        break;
 | 
			
		||||
      case DisplayRotation::Rotate270:
 | 
			
		||||
        vertices[0].Set(xy.xy(), uv_rect.zyzw().xy());
 | 
			
		||||
        vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
 | 
			
		||||
        vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
 | 
			
		||||
        vertices[3].Set(xy.zw(), uv_rect.xwzw().xy());
 | 
			
		||||
        break;
 | 
			
		||||
 | 
			
		||||
        DefaultCaseIsUnreachable();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->UnmapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4);
 | 
			
		||||
    g_gpu_device->Draw(4, base_vertex);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (really_postfx)
 | 
			
		||||
  {
 | 
			
		||||
    DebugAssert(!g_gpu_settings.gpu_show_vram);
 | 
			
		||||
 | 
			
		||||
    // "original size" in postfx includes padding.
 | 
			
		||||
    const float upscale_x =
 | 
			
		||||
      m_display_texture ? static_cast<float>(m_display_texture_view_width) / static_cast<float>(m_display_vram_width) :
 | 
			
		||||
                          1.0f;
 | 
			
		||||
    const float upscale_y = m_display_texture ? static_cast<float>(m_display_texture_view_height) /
 | 
			
		||||
                                                  static_cast<float>(m_display_vram_height) :
 | 
			
		||||
                                                1.0f;
 | 
			
		||||
    const s32 orig_width = static_cast<s32>(std::ceil(static_cast<float>(m_display_width) * upscale_x));
 | 
			
		||||
    const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_display_height) * upscale_y));
 | 
			
		||||
 | 
			
		||||
    return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
 | 
			
		||||
                                              display_rect, orig_width, orig_height, m_display_width, m_display_height);
 | 
			
		||||
  }
 | 
			
		||||
  else
 | 
			
		||||
  {
 | 
			
		||||
    return GPUDevice::PresentResult::OK;
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPUPresenter::SendDisplayToMediaCapture(MediaCapture* cap)
 | 
			
		||||
{
 | 
			
		||||
  GPUTexture* target = cap->GetRenderTexture();
 | 
			
		||||
  if (!target) [[unlikely]]
 | 
			
		||||
  {
 | 
			
		||||
    WARNING_LOG("Failed to get video capture render texture.");
 | 
			
		||||
    Host::RunOnCPUThread(&System::StopMediaCapture);
 | 
			
		||||
    return;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  const bool apply_aspect_ratio =
 | 
			
		||||
    (g_gpu_settings.display_screenshot_mode != DisplayScreenshotMode::UncorrectedInternalResolution);
 | 
			
		||||
  const bool postfx = (g_gpu_settings.display_screenshot_mode != DisplayScreenshotMode::InternalResolution);
 | 
			
		||||
  GSVector4i display_rect, draw_rect;
 | 
			
		||||
  CalculateDrawRect(target->GetWidth(), target->GetHeight(), !g_gpu_settings.gpu_show_vram, apply_aspect_ratio,
 | 
			
		||||
                    &display_rect, &draw_rect);
 | 
			
		||||
 | 
			
		||||
  // Not cleared by RenderDisplay().
 | 
			
		||||
  g_gpu_device->ClearRenderTarget(target, GPUDevice::DEFAULT_CLEAR_COLOR);
 | 
			
		||||
 | 
			
		||||
  if (RenderDisplay(target, display_rect, draw_rect, postfx) != GPUDevice::PresentResult::OK ||
 | 
			
		||||
      !cap->DeliverVideoFrame(target)) [[unlikely]]
 | 
			
		||||
  {
 | 
			
		||||
    WARNING_LOG("Failed to render/deliver video capture frame.");
 | 
			
		||||
    Host::RunOnCPUThread(&System::StopMediaCapture);
 | 
			
		||||
    return;
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPUPresenter::DestroyDeinterlaceTextures()
 | 
			
		||||
{
 | 
			
		||||
  for (std::unique_ptr<GPUTexture>& tex : m_deinterlace_buffers)
 | 
			
		||||
    g_gpu_device->RecycleTexture(std::move(tex));
 | 
			
		||||
  g_gpu_device->RecycleTexture(std::move(m_deinterlace_texture));
 | 
			
		||||
  m_current_deinterlace_buffer = 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool GPUPresenter::Deinterlace(u32 field)
 | 
			
		||||
{
 | 
			
		||||
  GPUTexture* src = m_display_texture;
 | 
			
		||||
  const u32 x = m_display_texture_view_x;
 | 
			
		||||
  const u32 y = m_display_texture_view_y;
 | 
			
		||||
  const u32 width = m_display_texture_view_width;
 | 
			
		||||
  const u32 height = m_display_texture_view_height;
 | 
			
		||||
 | 
			
		||||
  const auto copy_to_field_buffer = [&](u32 buffer) {
 | 
			
		||||
    if (!g_gpu_device->ResizeTexture(&m_deinterlace_buffers[buffer], width, height, GPUTexture::Type::Texture,
 | 
			
		||||
                                     src->GetFormat(), GPUTexture::Flags::None, false)) [[unlikely]]
 | 
			
		||||
    {
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    GL_OBJECT_NAME_FMT(m_deinterlace_buffers[buffer], "Blend Deinterlace Buffer {}", buffer);
 | 
			
		||||
 | 
			
		||||
    GL_INS_FMT("Copy {}x{} from {},{} to field buffer {}", width, height, x, y, buffer);
 | 
			
		||||
    g_gpu_device->CopyTextureRegion(m_deinterlace_buffers[buffer].get(), 0, 0, 0, 0, m_display_texture, x, y, 0, 0,
 | 
			
		||||
                                    width, height);
 | 
			
		||||
    return true;
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  src->MakeReadyForSampling();
 | 
			
		||||
 | 
			
		||||
  switch (g_gpu_settings.display_deinterlacing_mode)
 | 
			
		||||
  {
 | 
			
		||||
    case DisplayDeinterlacingMode::Disabled:
 | 
			
		||||
    {
 | 
			
		||||
      GL_INS("Deinterlacing disabled, displaying field texture");
 | 
			
		||||
      return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    case DisplayDeinterlacingMode::Weave:
 | 
			
		||||
    {
 | 
			
		||||
      GL_SCOPE_FMT("DeinterlaceWeave({{{},{}}}, {}x{}, field={})", x, y, width, height, field);
 | 
			
		||||
 | 
			
		||||
      const u32 full_height = height * 2;
 | 
			
		||||
      if (!DeinterlaceSetTargetSize(width, full_height, true)) [[unlikely]]
 | 
			
		||||
      {
 | 
			
		||||
        ClearDisplayTexture();
 | 
			
		||||
        return false;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      src->MakeReadyForSampling();
 | 
			
		||||
 | 
			
		||||
      g_gpu_device->SetRenderTarget(m_deinterlace_texture.get());
 | 
			
		||||
      g_gpu_device->SetPipeline(m_deinterlace_pipeline.get());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(0, src, g_gpu_device->GetNearestSampler());
 | 
			
		||||
      const u32 uniforms[4] = {x, y, field, 0};
 | 
			
		||||
      g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
 | 
			
		||||
      g_gpu_device->SetViewportAndScissor(0, 0, width, full_height);
 | 
			
		||||
      g_gpu_device->Draw(3, 0);
 | 
			
		||||
 | 
			
		||||
      m_deinterlace_texture->MakeReadyForSampling();
 | 
			
		||||
      SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
 | 
			
		||||
      return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    case DisplayDeinterlacingMode::Blend:
 | 
			
		||||
    {
 | 
			
		||||
      constexpr u32 NUM_BLEND_BUFFERS = 2;
 | 
			
		||||
 | 
			
		||||
      GL_SCOPE_FMT("DeinterlaceBlend({{{},{}}}, {}x{}, field={})", x, y, width, height, field);
 | 
			
		||||
 | 
			
		||||
      const u32 this_buffer = m_current_deinterlace_buffer;
 | 
			
		||||
      m_current_deinterlace_buffer = (m_current_deinterlace_buffer + 1u) % NUM_BLEND_BUFFERS;
 | 
			
		||||
      GL_INS_FMT("Current buffer: {}", this_buffer);
 | 
			
		||||
      if (!DeinterlaceSetTargetSize(width, height, false) || !copy_to_field_buffer(this_buffer)) [[unlikely]]
 | 
			
		||||
      {
 | 
			
		||||
        ClearDisplayTexture();
 | 
			
		||||
        return false;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      copy_to_field_buffer(this_buffer);
 | 
			
		||||
 | 
			
		||||
      // TODO: could be implemented with alpha blending instead..
 | 
			
		||||
      g_gpu_device->InvalidateRenderTarget(m_deinterlace_texture.get());
 | 
			
		||||
      g_gpu_device->SetRenderTarget(m_deinterlace_texture.get());
 | 
			
		||||
      g_gpu_device->SetPipeline(m_deinterlace_pipeline.get());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(0, m_deinterlace_buffers[this_buffer].get(), g_gpu_device->GetNearestSampler());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(1, m_deinterlace_buffers[(this_buffer - 1) % NUM_BLEND_BUFFERS].get(),
 | 
			
		||||
                                      g_gpu_device->GetNearestSampler());
 | 
			
		||||
      g_gpu_device->SetViewportAndScissor(0, 0, width, height);
 | 
			
		||||
      g_gpu_device->Draw(3, 0);
 | 
			
		||||
 | 
			
		||||
      m_deinterlace_texture->MakeReadyForSampling();
 | 
			
		||||
      SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, height);
 | 
			
		||||
      return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    case DisplayDeinterlacingMode::Adaptive:
 | 
			
		||||
    {
 | 
			
		||||
      GL_SCOPE_FMT("DeinterlaceAdaptive({{{},{}}}, {}x{}, field={})", x, y, width, height, field);
 | 
			
		||||
 | 
			
		||||
      const u32 this_buffer = m_current_deinterlace_buffer;
 | 
			
		||||
      const u32 full_height = height * 2;
 | 
			
		||||
      m_current_deinterlace_buffer = (m_current_deinterlace_buffer + 1u) % DEINTERLACE_BUFFER_COUNT;
 | 
			
		||||
      GL_INS_FMT("Current buffer: {}", this_buffer);
 | 
			
		||||
      if (!DeinterlaceSetTargetSize(width, full_height, false) || !copy_to_field_buffer(this_buffer)) [[unlikely]]
 | 
			
		||||
      {
 | 
			
		||||
        ClearDisplayTexture();
 | 
			
		||||
        return false;
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      g_gpu_device->SetRenderTarget(m_deinterlace_texture.get());
 | 
			
		||||
      g_gpu_device->SetPipeline(m_deinterlace_pipeline.get());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(0, m_deinterlace_buffers[this_buffer].get(), g_gpu_device->GetNearestSampler());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(1, m_deinterlace_buffers[(this_buffer - 1) % DEINTERLACE_BUFFER_COUNT].get(),
 | 
			
		||||
                                      g_gpu_device->GetNearestSampler());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(2, m_deinterlace_buffers[(this_buffer - 2) % DEINTERLACE_BUFFER_COUNT].get(),
 | 
			
		||||
                                      g_gpu_device->GetNearestSampler());
 | 
			
		||||
      g_gpu_device->SetTextureSampler(3, m_deinterlace_buffers[(this_buffer - 3) % DEINTERLACE_BUFFER_COUNT].get(),
 | 
			
		||||
                                      g_gpu_device->GetNearestSampler());
 | 
			
		||||
      const u32 uniforms[] = {field, full_height};
 | 
			
		||||
      g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
 | 
			
		||||
      g_gpu_device->SetViewportAndScissor(0, 0, width, full_height);
 | 
			
		||||
      g_gpu_device->Draw(3, 0);
 | 
			
		||||
 | 
			
		||||
      m_deinterlace_texture->MakeReadyForSampling();
 | 
			
		||||
      SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
 | 
			
		||||
      return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    default:
 | 
			
		||||
      UnreachableCode();
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool GPUPresenter::DeinterlaceSetTargetSize(u32 width, u32 height, bool preserve)
 | 
			
		||||
{
 | 
			
		||||
  if (!g_gpu_device->ResizeTexture(&m_deinterlace_texture, width, height, GPUTexture::Type::RenderTarget,
 | 
			
		||||
                                   GPUTexture::Format::RGBA8, GPUTexture::Flags::None, preserve)) [[unlikely]]
 | 
			
		||||
  {
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  GL_OBJECT_NAME(m_deinterlace_texture, "Deinterlace target texture");
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool GPUPresenter::ApplyChromaSmoothing()
 | 
			
		||||
{
 | 
			
		||||
  const u32 x = m_display_texture_view_x;
 | 
			
		||||
  const u32 y = m_display_texture_view_y;
 | 
			
		||||
  const u32 width = m_display_texture_view_width;
 | 
			
		||||
  const u32 height = m_display_texture_view_height;
 | 
			
		||||
  if (!g_gpu_device->ResizeTexture(&m_chroma_smoothing_texture, width, height, GPUTexture::Type::RenderTarget,
 | 
			
		||||
                                   GPUTexture::Format::RGBA8, GPUTexture::Flags::None, false))
 | 
			
		||||
  {
 | 
			
		||||
    ClearDisplayTexture();
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  GL_OBJECT_NAME(m_chroma_smoothing_texture, "Chroma smoothing texture");
 | 
			
		||||
 | 
			
		||||
  GL_SCOPE_FMT("ApplyChromaSmoothing({{{},{}}}, {}x{})", x, y, width, height);
 | 
			
		||||
 | 
			
		||||
  m_display_texture->MakeReadyForSampling();
 | 
			
		||||
  g_gpu_device->InvalidateRenderTarget(m_chroma_smoothing_texture.get());
 | 
			
		||||
  g_gpu_device->SetRenderTarget(m_chroma_smoothing_texture.get());
 | 
			
		||||
  g_gpu_device->SetPipeline(m_chroma_smoothing_pipeline.get());
 | 
			
		||||
  g_gpu_device->SetTextureSampler(0, m_display_texture, g_gpu_device->GetNearestSampler());
 | 
			
		||||
  const u32 uniforms[] = {x, y, width - 1, height - 1};
 | 
			
		||||
  g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
 | 
			
		||||
  g_gpu_device->SetViewportAndScissor(0, 0, width, height);
 | 
			
		||||
  g_gpu_device->Draw(3, 0);
 | 
			
		||||
 | 
			
		||||
  m_chroma_smoothing_texture->MakeReadyForSampling();
 | 
			
		||||
  SetDisplayTexture(m_chroma_smoothing_texture.get(), m_display_depth_buffer, 0, 0, width, height);
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPUPresenter::CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation, bool apply_aspect_ratio,
 | 
			
		||||
                                     GSVector4i* display_rect, GSVector4i* draw_rect) const
 | 
			
		||||
{
 | 
			
		||||
  const bool integer_scale = (g_gpu_settings.display_scaling == DisplayScalingMode::NearestInteger ||
 | 
			
		||||
                              g_gpu_settings.display_scaling == DisplayScalingMode::BilinearInteger);
 | 
			
		||||
  const bool show_vram = g_gpu_settings.gpu_show_vram;
 | 
			
		||||
  const u32 display_width = show_vram ? VRAM_WIDTH : m_display_width;
 | 
			
		||||
  const u32 display_height = show_vram ? VRAM_HEIGHT : m_display_height;
 | 
			
		||||
  const s32 display_origin_left = show_vram ? 0 : m_display_origin_left;
 | 
			
		||||
  const s32 display_origin_top = show_vram ? 0 : m_display_origin_top;
 | 
			
		||||
  const u32 display_vram_width = show_vram ? VRAM_WIDTH : m_display_vram_width;
 | 
			
		||||
  const u32 display_vram_height = show_vram ? VRAM_HEIGHT : m_display_vram_height;
 | 
			
		||||
  const float display_pixel_aspect_ratio = show_vram ? 1.0f : m_display_pixel_aspect_ratio;
 | 
			
		||||
  GPU::CalculateDrawRect(window_width, window_height, display_width, display_height, display_origin_left,
 | 
			
		||||
                         display_origin_top, display_vram_width, display_vram_height, g_gpu_settings.display_rotation,
 | 
			
		||||
                         g_gpu_settings.display_alignment, display_pixel_aspect_ratio,
 | 
			
		||||
                         g_gpu_settings.display_stretch_vertically, integer_scale, display_rect, draw_rect);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool GPUPresenter::PresentFrame(GPUPresenter* presenter, GPUBackend* backend, bool allow_skip_present, u64 present_time)
 | 
			
		||||
{
 | 
			
		||||
  const bool skip_present = (!g_gpu_device->HasMainSwapChain() ||
 | 
			
		||||
                             (allow_skip_present && g_gpu_device->GetMainSwapChain()->ShouldSkipPresentingFrame() &&
 | 
			
		||||
                              presenter && presenter->m_skipped_present_count < MAX_SKIPPED_PRESENT_COUNT));
 | 
			
		||||
 | 
			
		||||
  if (!skip_present)
 | 
			
		||||
  {
 | 
			
		||||
    // acquire for IO.MousePos and system state.
 | 
			
		||||
    std::atomic_thread_fence(std::memory_order_acquire);
 | 
			
		||||
 | 
			
		||||
    FullscreenUI::Render();
 | 
			
		||||
 | 
			
		||||
    if (backend && System::IsValid())
 | 
			
		||||
      ImGuiManager::RenderTextOverlays(backend);
 | 
			
		||||
 | 
			
		||||
    ImGuiManager::RenderOverlayWindows();
 | 
			
		||||
 | 
			
		||||
    ImGuiManager::RenderOSDMessages();
 | 
			
		||||
 | 
			
		||||
    ImGuiFullscreen::RenderOverlays();
 | 
			
		||||
 | 
			
		||||
    if (backend && System::GetState() == System::State::Running)
 | 
			
		||||
      ImGuiManager::RenderSoftwareCursors();
 | 
			
		||||
 | 
			
		||||
    ImGuiManager::RenderDebugWindows();
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  const GPUDevice::PresentResult pres =
 | 
			
		||||
    skip_present ?
 | 
			
		||||
      GPUDevice::PresentResult::SkipPresent :
 | 
			
		||||
      (presenter ? presenter->PresentDisplay() : g_gpu_device->BeginPresent(g_gpu_device->GetMainSwapChain()));
 | 
			
		||||
  if (pres == GPUDevice::PresentResult::OK)
 | 
			
		||||
  {
 | 
			
		||||
    if (presenter)
 | 
			
		||||
      presenter->m_skipped_present_count = 0;
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->RenderImGui(g_gpu_device->GetMainSwapChain());
 | 
			
		||||
 | 
			
		||||
    const GPUDevice::Features features = g_gpu_device->GetFeatures();
 | 
			
		||||
    const bool scheduled_present = (present_time != 0);
 | 
			
		||||
    const bool explicit_present = (scheduled_present && (features.explicit_present && !features.timed_present));
 | 
			
		||||
    const bool timed_present = (scheduled_present && features.timed_present);
 | 
			
		||||
 | 
			
		||||
    if (scheduled_present && !explicit_present)
 | 
			
		||||
    {
 | 
			
		||||
      // No explicit present support, simulate it with Flush.
 | 
			
		||||
      g_gpu_device->FlushCommands();
 | 
			
		||||
      SleepUntilPresentTime(present_time);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    g_gpu_device->EndPresent(g_gpu_device->GetMainSwapChain(), explicit_present, timed_present ? present_time : 0);
 | 
			
		||||
 | 
			
		||||
    if (g_gpu_device->IsGPUTimingEnabled())
 | 
			
		||||
      PerformanceCounters::AccumulateGPUTime();
 | 
			
		||||
 | 
			
		||||
    if (explicit_present)
 | 
			
		||||
    {
 | 
			
		||||
      SleepUntilPresentTime(present_time);
 | 
			
		||||
      g_gpu_device->SubmitPresent(g_gpu_device->GetMainSwapChain());
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
  else
 | 
			
		||||
  {
 | 
			
		||||
    if (presenter)
 | 
			
		||||
      presenter->m_skipped_present_count++;
 | 
			
		||||
 | 
			
		||||
    if (pres == GPUDevice::PresentResult::DeviceLost) [[unlikely]]
 | 
			
		||||
    {
 | 
			
		||||
      ERROR_LOG("GPU device lost during present.");
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    if (pres == GPUDevice::PresentResult::ExclusiveFullscreenLost) [[unlikely]]
 | 
			
		||||
    {
 | 
			
		||||
      WARNING_LOG("Lost exclusive fullscreen.");
 | 
			
		||||
      Host::SetFullscreen(false);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    if (!skip_present)
 | 
			
		||||
      g_gpu_device->FlushCommands();
 | 
			
		||||
 | 
			
		||||
    // Still need to kick ImGui or it gets cranky.
 | 
			
		||||
    ImGui::EndFrame();
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  ImGuiManager::NewFrame();
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPUPresenter::SleepUntilPresentTime(u64 present_time)
 | 
			
		||||
{
 | 
			
		||||
  // Use a spinwait if we undersleep for all platforms except android.. don't want to burn battery.
 | 
			
		||||
  // Linux also seems to do a much better job of waking up at the requested time.
 | 
			
		||||
 | 
			
		||||
#if !defined(__linux__) && !defined(__ANDROID__)
 | 
			
		||||
  Timer::SleepUntil(present_time, true);
 | 
			
		||||
#else
 | 
			
		||||
  Timer::SleepUntil(present_time, false);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool GPUPresenter::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect,
 | 
			
		||||
                                            const GSVector4i draw_rect, bool postfx, Image* out_image)
 | 
			
		||||
{
 | 
			
		||||
  const GPUTexture::Format hdformat =
 | 
			
		||||
    g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetFormat() : GPUTexture::Format::RGBA8;
 | 
			
		||||
  const ImageFormat image_format = GPUTexture::GetImageFormatForTextureFormat(hdformat);
 | 
			
		||||
  if (image_format == ImageFormat::None)
 | 
			
		||||
    return false;
 | 
			
		||||
 | 
			
		||||
  auto render_texture = g_gpu_device->FetchAutoRecycleTexture(width, height, 1, 1, 1, GPUTexture::Type::RenderTarget,
 | 
			
		||||
                                                              hdformat, GPUTexture::Flags::None);
 | 
			
		||||
  if (!render_texture)
 | 
			
		||||
    return false;
 | 
			
		||||
 | 
			
		||||
  g_gpu_device->ClearRenderTarget(render_texture.get(), GPUDevice::DEFAULT_CLEAR_COLOR);
 | 
			
		||||
 | 
			
		||||
  // TODO: this should use copy shader instead.
 | 
			
		||||
  RenderDisplay(render_texture.get(), display_rect, draw_rect, postfx);
 | 
			
		||||
 | 
			
		||||
  Image image(width, height, image_format);
 | 
			
		||||
 | 
			
		||||
  Error error;
 | 
			
		||||
  std::unique_ptr<GPUDownloadTexture> dltex;
 | 
			
		||||
  if (g_gpu_device->GetFeatures().memory_import)
 | 
			
		||||
  {
 | 
			
		||||
    dltex = g_gpu_device->CreateDownloadTexture(width, height, hdformat, image.GetPixels(), image.GetStorageSize(),
 | 
			
		||||
                                                image.GetPitch(), &error);
 | 
			
		||||
  }
 | 
			
		||||
  if (!dltex)
 | 
			
		||||
  {
 | 
			
		||||
    if (!(dltex = g_gpu_device->CreateDownloadTexture(width, height, hdformat, &error)))
 | 
			
		||||
    {
 | 
			
		||||
      ERROR_LOG("Failed to create {}x{} download texture: {}", width, height, error.GetDescription());
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  dltex->CopyFromTexture(0, 0, render_texture.get(), 0, 0, width, height, 0, 0, false);
 | 
			
		||||
  if (!dltex->ReadTexels(0, 0, width, height, image.GetPixels(), image.GetPitch()))
 | 
			
		||||
    return false;
 | 
			
		||||
 | 
			
		||||
  *out_image = std::move(image);
 | 
			
		||||
  return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPUPresenter::CalculateScreenshotSize(DisplayScreenshotMode mode, u32* width, u32* height,
 | 
			
		||||
                                           GSVector4i* display_rect, GSVector4i* draw_rect) const
 | 
			
		||||
{
 | 
			
		||||
  const bool internal_resolution = (mode != DisplayScreenshotMode::ScreenResolution || g_gpu_settings.gpu_show_vram);
 | 
			
		||||
  if (internal_resolution && m_display_texture_view_width != 0 && m_display_texture_view_height != 0)
 | 
			
		||||
  {
 | 
			
		||||
    if (mode == DisplayScreenshotMode::InternalResolution)
 | 
			
		||||
    {
 | 
			
		||||
      float f_width = static_cast<float>(m_display_texture_view_width);
 | 
			
		||||
      float f_height = static_cast<float>(m_display_texture_view_height);
 | 
			
		||||
      if (!g_gpu_settings.gpu_show_vram)
 | 
			
		||||
        GPU::ApplyPixelAspectRatioToSize(m_display_pixel_aspect_ratio, &f_width, &f_height);
 | 
			
		||||
 | 
			
		||||
      // DX11 won't go past 16K texture size.
 | 
			
		||||
      const float max_texture_size = static_cast<float>(g_gpu_device->GetMaxTextureSize());
 | 
			
		||||
      if (f_width > max_texture_size)
 | 
			
		||||
      {
 | 
			
		||||
        f_height = f_height / (f_width / max_texture_size);
 | 
			
		||||
        f_width = max_texture_size;
 | 
			
		||||
      }
 | 
			
		||||
      if (f_height > max_texture_size)
 | 
			
		||||
      {
 | 
			
		||||
        f_height = max_texture_size;
 | 
			
		||||
        f_width = f_width / (f_height / max_texture_size);
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      *width = static_cast<u32>(std::ceil(f_width));
 | 
			
		||||
      *height = static_cast<u32>(std::ceil(f_height));
 | 
			
		||||
    }
 | 
			
		||||
    else // if (mode == DisplayScreenshotMode::UncorrectedInternalResolution)
 | 
			
		||||
    {
 | 
			
		||||
      *width = m_display_texture_view_width;
 | 
			
		||||
      *height = m_display_texture_view_height;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Remove padding, it's not part of the framebuffer.
 | 
			
		||||
    *draw_rect = GSVector4i(0, 0, static_cast<s32>(*width), static_cast<s32>(*height));
 | 
			
		||||
    *display_rect = *draw_rect;
 | 
			
		||||
  }
 | 
			
		||||
  else
 | 
			
		||||
  {
 | 
			
		||||
    *width = g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetWidth() : 1;
 | 
			
		||||
    *height = g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetHeight() : 1;
 | 
			
		||||
    CalculateDrawRect(*width, *height, true, !g_settings.gpu_show_vram, display_rect, draw_rect);
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,124 @@
 | 
			
		||||
// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
 | 
			
		||||
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include "util/gpu_device.h"
 | 
			
		||||
 | 
			
		||||
#include <memory>
 | 
			
		||||
 | 
			
		||||
class Error;
 | 
			
		||||
class Image;
 | 
			
		||||
class MediaCapture;
 | 
			
		||||
 | 
			
		||||
enum class DisplayScreenshotMode : u8;
 | 
			
		||||
 | 
			
		||||
class GPUBackend;
 | 
			
		||||
 | 
			
		||||
struct GPUSettings;
 | 
			
		||||
struct GPUBackendUpdateDisplayCommand;
 | 
			
		||||
struct GPUBackendFramePresentationParameters;
 | 
			
		||||
 | 
			
		||||
class GPUPresenter final
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
  GPUPresenter();
 | 
			
		||||
  virtual ~GPUPresenter();
 | 
			
		||||
 | 
			
		||||
  /// Main frame presenter - used both when a game is and is not running.
 | 
			
		||||
  static bool PresentFrame(GPUPresenter* presenter, GPUBackend* backend, bool allow_skip_present, u64 present_time);
 | 
			
		||||
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayWidth() const { return m_display_width; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayHeight() const { return m_display_height; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayVRAMWidth() const { return m_display_vram_width; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayVRAMHeight() const { return m_display_vram_height; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayTextureViewX() const { return m_display_texture_view_x; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayTextureViewY() const { return m_display_texture_view_y; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayTextureViewWidth() const { return m_display_texture_view_width; }
 | 
			
		||||
  ALWAYS_INLINE s32 GetDisplayTextureViewHeight() const { return m_display_texture_view_height; }
 | 
			
		||||
  ALWAYS_INLINE GPUTexture* GetDisplayTexture() const { return m_display_texture; }
 | 
			
		||||
  ALWAYS_INLINE GPUTexture* GetDisplayDepthBuffer() const { return m_display_depth_buffer; }
 | 
			
		||||
  ALWAYS_INLINE bool HasDisplayTexture() const { return m_display_texture; }
 | 
			
		||||
 | 
			
		||||
  bool Initialize(Error* error);
 | 
			
		||||
 | 
			
		||||
  void UpdateSettings(const GPUSettings& old_settings);
 | 
			
		||||
 | 
			
		||||
  void ClearDisplay();
 | 
			
		||||
  void ClearDisplayTexture();
 | 
			
		||||
  void SetDisplayParameters(u16 display_width, u16 display_height, u16 display_origin_left, u16 display_origin_top,
 | 
			
		||||
                            u16 display_vram_width, u16 display_vram_height, float display_pixel_aspect_ratio);
 | 
			
		||||
  void SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_buffer, s32 view_x, s32 view_y, s32 view_width,
 | 
			
		||||
                         s32 view_height);
 | 
			
		||||
  bool Deinterlace(u32 field);
 | 
			
		||||
  bool ApplyChromaSmoothing();
 | 
			
		||||
 | 
			
		||||
  /// Helper function for computing the draw rectangle in a larger window.
 | 
			
		||||
  void CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation, bool apply_aspect_ratio,
 | 
			
		||||
                         GSVector4i* display_rect, GSVector4i* draw_rect) const;
 | 
			
		||||
 | 
			
		||||
  /// Helper function for computing screenshot bounds.
 | 
			
		||||
  void CalculateScreenshotSize(DisplayScreenshotMode mode, u32* width, u32* height, GSVector4i* display_rect,
 | 
			
		||||
                               GSVector4i* draw_rect) const;
 | 
			
		||||
 | 
			
		||||
  /// Renders the display, optionally with postprocessing to the specified image.
 | 
			
		||||
  bool RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect, const GSVector4i draw_rect,
 | 
			
		||||
                                bool postfx, Image* out_image);
 | 
			
		||||
 | 
			
		||||
  /// Sends the current frame to media capture.
 | 
			
		||||
  void SendDisplayToMediaCapture(MediaCapture* cap);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
  enum : u32
 | 
			
		||||
  {
 | 
			
		||||
    DEINTERLACE_BUFFER_COUNT = 4,
 | 
			
		||||
    MAX_SKIPPED_PRESENT_COUNT = 50,
 | 
			
		||||
  };
 | 
			
		||||
 | 
			
		||||
  static void SleepUntilPresentTime(u64 present_time);
 | 
			
		||||
 | 
			
		||||
  /// Draws the current display texture, with any post-processing.
 | 
			
		||||
  GPUDevice::PresentResult PresentDisplay();
 | 
			
		||||
 | 
			
		||||
  bool CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error);
 | 
			
		||||
 | 
			
		||||
  GPUDevice::PresentResult RenderDisplay(GPUTexture* target, const GSVector4i display_rect, const GSVector4i draw_rect,
 | 
			
		||||
                                         bool postfx);
 | 
			
		||||
 | 
			
		||||
  bool DeinterlaceSetTargetSize(u32 width, u32 height, bool preserve);
 | 
			
		||||
  void DestroyDeinterlaceTextures();
 | 
			
		||||
 | 
			
		||||
  s32 m_display_width = 0;
 | 
			
		||||
  s32 m_display_height = 0;
 | 
			
		||||
 | 
			
		||||
  s32 m_display_origin_left = 0;
 | 
			
		||||
  s32 m_display_origin_top = 0;
 | 
			
		||||
  s32 m_display_vram_width = 0;
 | 
			
		||||
  s32 m_display_vram_height = 0;
 | 
			
		||||
  float m_display_pixel_aspect_ratio = 1.0f;
 | 
			
		||||
 | 
			
		||||
  u32 m_current_deinterlace_buffer = 0;
 | 
			
		||||
  std::unique_ptr<GPUPipeline> m_deinterlace_pipeline;
 | 
			
		||||
  std::array<std::unique_ptr<GPUTexture>, DEINTERLACE_BUFFER_COUNT> m_deinterlace_buffers;
 | 
			
		||||
  std::unique_ptr<GPUTexture> m_deinterlace_texture;
 | 
			
		||||
 | 
			
		||||
  std::unique_ptr<GPUPipeline> m_chroma_smoothing_pipeline;
 | 
			
		||||
  std::unique_ptr<GPUTexture> m_chroma_smoothing_texture;
 | 
			
		||||
 | 
			
		||||
  std::unique_ptr<GPUPipeline> m_display_pipeline;
 | 
			
		||||
  GPUTexture* m_display_texture = nullptr;
 | 
			
		||||
  GPUTexture* m_display_depth_buffer = nullptr;
 | 
			
		||||
  s32 m_display_texture_view_x = 0;
 | 
			
		||||
  s32 m_display_texture_view_y = 0;
 | 
			
		||||
  s32 m_display_texture_view_width = 0;
 | 
			
		||||
  s32 m_display_texture_view_height = 0;
 | 
			
		||||
 | 
			
		||||
  u32 m_skipped_present_count = 0;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
namespace Host {
 | 
			
		||||
 | 
			
		||||
/// Called at the end of the frame, before presentation.
 | 
			
		||||
void FrameDoneOnGPUThread(GPUPresenter* gpu_presenter, u32 frame_number);
 | 
			
		||||
 | 
			
		||||
} // namespace Host
 | 
			
		||||
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		Reference in New Issue