renderer_opengl: Add support for custom shaders (#4578)
* Add Anaglyph 3D Change 3D slider in-game Change shaders while game is running Move shader loading into function Disable 3D slider setting when stereoscopy is off The rest of the shaders Address review issues Documentation and minor fixups Forgot clang-format Fix shader release on SDL2-software rendering Remove unnecessary state changes Respect 3D factor setting regardless of stereoscopic rendering Improve shader resolution passing Minor setting-related improvements Add option to toggle texture filtering Rebase fixes * One final clang-format * Fix OpenGL problemsmaster
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// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <sstream>
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#include <string>
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#include <vector>
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#include "common/common_paths.h"
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#include "common/file_util.h"
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#include "common/string_util.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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namespace OpenGL {
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// The Dolphin shader header is added here for drop-in compatibility with most
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// of Dolphin's "glsl" shaders, which use hlsl types, hence the #define's below
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// It's fairly complete, but the features it's missing are:
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// The font texture for the ascii shader (Citra doesn't have an overlay font)
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// GetTime (not used in any shader provided by Dolphin)
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// GetOption* (used in only one shader provided by Dolphin; would require more
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// configuration/frontend work)
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constexpr char dolphin_shader_header[] = R"(
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// hlsl to glsl types
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define uint2 uvec2
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#define uint3 uvec3
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#define uint4 uvec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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// hlsl to glsl function translation
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#define frac fract
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#define lerp mix
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// Output variable
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out float4 color;
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// Input coordinates
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in float2 frag_tex_coord;
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// Resolution
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uniform float4 i_resolution;
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uniform float4 o_resolution;
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// Layer
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uniform int layer;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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// Interfacing functions
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float4 Sample()
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{
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return texture(color_texture, frag_tex_coord);
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}
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float4 SampleLocation(float2 location)
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{
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return texture(color_texture, location);
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}
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float4 SampleLayer(int layer)
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{
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if(layer == 0)
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return texture(color_texture, frag_tex_coord);
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else
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return texture(color_texture_r, frag_tex_coord);
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}
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#define SampleOffset(offset) textureOffset(color_texture, frag_tex_coord, offset)
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float2 GetResolution()
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{
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return i_resolution.xy;
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}
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float2 GetInvResolution()
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{
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return i_resolution.zw;
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}
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float2 GetIResolution()
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{
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return i_resolution.xy;
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}
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float2 GetIInvResolution()
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{
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return i_resolution.zw;
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}
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float2 GetOResolution()
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{
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return o_resolution.xy;
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}
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float2 GetOInvResolution()
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{
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return o_resolution.zw;
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}
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float2 GetCoordinates()
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{
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return frag_tex_coord;
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}
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void SetOutput(float4 color_in)
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{
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color = color_in;
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}
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)";
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std::vector<std::string> GetPostProcessingShaderList(bool anaglyph) {
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std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir);
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std::vector<std::string> shader_names;
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if (!FileUtil::IsDirectory(shader_dir)) {
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FileUtil::CreateDir(shader_dir);
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}
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if (anaglyph) {
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shader_dir = shader_dir + "anaglyph";
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if (!FileUtil::IsDirectory(shader_dir)) {
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FileUtil::CreateDir(shader_dir);
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}
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}
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// Would it make more sense to just add a directory list function to FileUtil?
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const auto callback = [&shader_names](u64* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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const std::string physical_name = directory + DIR_SEP + virtual_name;
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if (!FileUtil::IsDirectory(physical_name)) {
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// The following is done to avoid coupling this to Qt
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std::size_t dot_pos = virtual_name.rfind(".");
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if (dot_pos != std::string::npos) {
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if (Common::ToLower(virtual_name.substr(dot_pos + 1)) == "glsl") {
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shader_names.push_back(virtual_name.substr(0, dot_pos));
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}
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}
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}
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return true;
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};
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FileUtil::ForeachDirectoryEntry(nullptr, shader_dir, callback);
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std::sort(shader_names.begin(), shader_names.end());
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return shader_names;
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}
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader) {
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std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir);
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std::string shader_path;
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if (anaglyph) {
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shader_dir = shader_dir + "anaglyph";
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}
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// Examining the directory is done because the shader extension might have an odd case
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// This can be eliminated if it is specified that the shader extension must be lowercase
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const auto callback = [&shader, &shader_path](u64* num_entries_out,
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const std::string& directory,
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const std::string& virtual_name) -> bool {
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const std::string physical_name = directory + DIR_SEP + virtual_name;
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if (!FileUtil::IsDirectory(physical_name)) {
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// The following is done to avoid coupling this to Qt
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std::size_t dot_pos = virtual_name.rfind(".");
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if (dot_pos != std::string::npos) {
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if (Common::ToLower(virtual_name.substr(dot_pos + 1)) == "glsl" &&
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virtual_name.substr(0, dot_pos) == shader) {
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shader_path = physical_name;
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return false;
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}
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}
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}
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return true;
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};
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FileUtil::ForeachDirectoryEntry(nullptr, shader_dir, callback);
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if (shader_path.empty()) {
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return "";
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}
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std::ifstream file;
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OpenFStream(file, shader_path, std::ios_base::in);
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if (!file) {
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return "";
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}
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std::stringstream shader_text;
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shader_text << file.rdbuf();
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return dolphin_shader_header + shader_text.str();
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}
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} // namespace OpenGL
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@ -0,0 +1,23 @@
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <vector>
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namespace OpenGL {
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// Returns a vector of the names of the shaders available in the
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// "shaders" directory in citra's data directory
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std::vector<std::string> GetPostProcessingShaderList(bool anaglyph);
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// Returns the shader code for the shader named "shader_name"
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// with the appropriate header prepended to it
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// If anaglyph is true, it searches the shaders/anaglyph directory rather than
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// the shaders directory
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// If the shader cannot be loaded, an empty string is returned
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader_name);
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} // namespace OpenGL
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