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runtime_gl.cpp
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runtime_gl.cpp
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/*
* Copyright (C) 2014 Patrick Mours. All rights reserved.
* License: https://github.com/crosire/reshade#license
*/
#include "dll_log.hpp"
#include "runtime_gl.hpp"
#include "runtime_config.hpp"
#include "runtime_objects.hpp"
#include <imgui.h>
namespace reshade::opengl
{
struct opengl_tex_data
{
GLuint id[2] = {};
};
struct opengl_pass_data
{
GLuint fbo = 0;
GLuint program = 0;
GLenum blend_eq_color = GL_NONE;
GLenum blend_eq_alpha = GL_NONE;
GLenum blend_src = GL_NONE;
GLenum blend_src_alpha = GL_NONE;
GLenum blend_dest = GL_NONE;
GLenum blend_dest_alpha = GL_NONE;
GLenum stencil_func = GL_NONE;
GLenum stencil_op_fail = GL_NONE;
GLenum stencil_op_z_fail = GL_NONE;
GLenum stencil_op_z_pass = GL_NONE;
GLenum draw_targets[8] = {};
GLuint draw_textures[8] = {};
};
struct opengl_sampler_data
{
GLuint id;
opengl_tex_data *texture;
bool is_srgb;
bool has_mipmaps;
};
struct opengl_technique_data
{
GLuint query = 0;
bool query_in_flight = false;
std::vector<opengl_pass_data> passes;
std::vector<opengl_sampler_data> samplers;
};
}
reshade::opengl::runtime_gl::runtime_gl()
{
GLint major = 0, minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
_renderer_id = 0x10000 | (major << 12) | (minor << 8);
const GLubyte *const name = glGetString(GL_RENDERER);
const GLubyte *const version = glGetString(GL_VERSION);
LOG(INFO) << "Running on " << name << " using OpenGL " << version;
// Query vendor and device ID from Windows assuming we are running on the primary display device
// This is done because the information reported by OpenGL is not always reflecting the actual rendering device (e.g. on NVIDIA Optimus laptops)
DISPLAY_DEVICEA dd = { sizeof(dd) };
for (DWORD i = 0; EnumDisplayDevicesA(nullptr, i, &dd, 0) != FALSE; ++i)
{
if ((dd.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE) != 0)
{
// Format: PCI\VEN_XXXX&DEV_XXXX...
const std::string id = dd.DeviceID;
if (id.length() > 20)
{
_vendor_id = std::stoi(id.substr(8, 4), nullptr, 16);
_device_id = std::stoi(id.substr(17, 4), nullptr, 16);
}
break;
}
}
#if RESHADE_GUI && RESHADE_DEPTH
subscribe_to_ui("OpenGL", [this]() { draw_depth_debug_menu(); });
#endif
subscribe_to_load_config([this](const ini_file &config) {
// Reserve a fixed amount of texture names by default to work around issues in old OpenGL games
// This hopefully should not affect performance much in other games
auto num_reserve_texture_names = 512u;
config.get("OPENGL", "ReserveTextureNames", num_reserve_texture_names);
_reserved_texture_names.resize(num_reserve_texture_names);
#if RESHADE_DEPTH
auto force_default_depth_override = false;
config.get("OPENGL", "ForceMainDepthBuffer", force_default_depth_override);
config.get("OPENGL", "UseAspectRatioHeuristics", _use_aspect_ratio_heuristics);
if (force_default_depth_override)
_depth_source_override = 0; // Zero has a special meaning and corresponds to the default depth buffer
});
subscribe_to_save_config([this](ini_file &config) {
config.set("OPENGL", "ForceMainDepthBuffer", _depth_source_override == 0);
config.set("OPENGL", "UseAspectRatioHeuristics", _use_aspect_ratio_heuristics);
#endif
});
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallback([](unsigned int /*source*/, unsigned int type, unsigned int /*id*/, unsigned int /*severity*/, int /*length*/, const char *message, const void */*userParam*/) {
if (type == GL_DEBUG_TYPE_ERROR || type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR)
OutputDebugStringA(message);
}, nullptr);
#endif
}
bool reshade::opengl::runtime_gl::on_init(HWND hwnd, unsigned int width, unsigned int height)
{
RECT window_rect = {};
GetClientRect(hwnd, &window_rect);
const HDC hdc = GetDC(hwnd);
PIXELFORMATDESCRIPTOR pfd = { sizeof(pfd) };
DescribePixelFormat(hdc, GetPixelFormat(hdc), sizeof(pfd), &pfd);
_width = width;
_height = height;
_window_width = window_rect.right - window_rect.left;
_window_height = window_rect.bottom - window_rect.top;
_color_bit_depth = pfd.cRedBits;
switch (pfd.cDepthBits)
{
default:
case 0: _default_depth_format = GL_NONE; // No depth in this pixel format
break;
case 16: _default_depth_format = GL_DEPTH_COMPONENT16;
break;
case 24: _default_depth_format = pfd.cStencilBits ? GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT24;
break;
case 32: _default_depth_format = pfd.cStencilBits ? GL_DEPTH32F_STENCIL8 : GL_DEPTH_COMPONENT32;
break;
}
// Initialize default frame buffer information
_buffer_detection.reset(_width, _height, _default_depth_format);
// Capture and later restore so that the resource creation code below does not affect the application state
_app_state.capture();
// Some games (like Hot Wheels Velocity X) use fixed texture names, which can clash with the ones ReShade generates below, since most implementations will return values linearly
// Reserve a configurable range of names for those games to work around this
glGenTextures(GLsizei(_reserved_texture_names.size()), _reserved_texture_names.data());
glGenBuffers(NUM_BUF, _buf);
glGenTextures(NUM_TEX, _tex);
glGenVertexArrays(NUM_VAO, _vao);
glGenFramebuffers(NUM_FBO, _fbo);
glGenRenderbuffers(NUM_RBO, _rbo);
glBindTexture(GL_TEXTURE_2D, _tex[TEX_BACK]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, _width, _height);
glTextureView(_tex[TEX_BACK_SRGB], GL_TEXTURE_2D, _tex[TEX_BACK], GL_SRGB8_ALPHA8, 0, 1, 0, 1);
glBindRenderbuffer(GL_RENDERBUFFER, _rbo[RBO_COLOR]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_SRGB8_ALPHA8, _width, _height);
glBindRenderbuffer(GL_RENDERBUFFER, _rbo[RBO_STENCIL]);
// As of OpenGL 4.3 support for GL_STENCIL_INDEX8 is a requirement for render buffers
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, _width, _height);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo[FBO_BACK]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _rbo[RBO_COLOR]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _rbo[RBO_STENCIL]);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo[FBO_BLIT]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _tex[TEX_BACK_SRGB], 0);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
#if RESHADE_DEPTH
// Initialize depth texture and FBO by assuming they refer to the default frame buffer
_has_depth_texture = _default_depth_format != GL_NONE;
if (_has_depth_texture)
{
_copy_depth_source = true;
_depth_source_width = _width;
_depth_source_height = _height;
_depth_source_format = _default_depth_format;
glBindTexture(GL_TEXTURE_2D, _tex[TEX_DEPTH]);
glTexStorage2D(GL_TEXTURE_2D, 1, _depth_source_format, _depth_source_width, _depth_source_height);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo[FBO_DEPTH_DEST]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _tex[TEX_DEPTH], 0);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
#endif
#if RESHADE_GUI
init_imgui_resources();
#endif
_app_state.apply();
return runtime::on_init(hwnd);
}
void reshade::opengl::runtime_gl::on_reset()
{
runtime::on_reset();
glDeleteBuffers(NUM_BUF, _buf);
glDeleteTextures(NUM_TEX, _tex);
glDeleteTextures(GLsizei(_reserved_texture_names.size()), _reserved_texture_names.data());
glDeleteVertexArrays(NUM_VAO, _vao);
glDeleteFramebuffers(NUM_FBO, _fbo);
glDeleteRenderbuffers(NUM_RBO, _rbo);
std::memset(_buf, 0, sizeof(_vao));
std::memset(_tex, 0, sizeof(_tex));
std::memset(_vao, 0, sizeof(_vao));
std::memset(_fbo, 0, sizeof(_fbo));
std::memset(_rbo, 0, sizeof(_rbo));
#if RESHADE_GUI
glDeleteProgram(_imgui.program);
_imgui.program = 0;
#endif
#if RESHADE_DEPTH
_depth_source = 0;
_depth_source_width = 0;
_depth_source_height = 0;
_depth_source_format = 0;
_depth_source_override = std::numeric_limits<GLuint>::max();
_has_depth_texture = false;
_copy_depth_source = false;
#endif
}
void reshade::opengl::runtime_gl::on_present()
{
if (!_is_initialized)
return;
_vertices = _buffer_detection.total_vertices();
_drawcalls = _buffer_detection.total_drawcalls();
_app_state.capture();
#if RESHADE_DEPTH
update_depth_texture_bindings(_has_high_network_activity ? buffer_detection::depthstencil_info { 0 } :
_buffer_detection.find_best_depth_texture(_use_aspect_ratio_heuristics ? _width : 0, _height, _depth_source_override));
#endif
// Copy back buffer to RBO
glDisable(GL_SCISSOR_TEST);
glDisable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo[FBO_BACK]);
glReadBuffer(GL_BACK);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, _width, _height, 0, 0, _width, _height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
_current_fbo = _fbo[FBO_BACK];
#if RESHADE_DEPTH
// Copy depth from FBO to depth texture
if (_copy_depth_source)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, _depth_source == 0 ? 0 : _fbo[FBO_DEPTH_SRC]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo[FBO_DEPTH_DEST]);
glBlitFramebuffer(0, 0, _depth_source_width, _depth_source_height, 0, 0, _depth_source_width, _depth_source_height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
#endif
// Set clip space to something consistent
if (gl3wProcs.gl.ClipControl != nullptr)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
update_and_render_effects();
// Copy results from RBO to back buffer
glDisable(GL_SCISSOR_TEST);
glDisable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_READ_FRAMEBUFFER, _fbo[FBO_BACK]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_BACK);
glBlitFramebuffer(0, 0, _width, _height, 0, 0, _width, _height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
_current_fbo = 0;
runtime::on_present();
_buffer_detection.reset(_width, _height, _default_depth_format);
// Apply previous state from application
_app_state.apply();
}
bool reshade::opengl::runtime_gl::capture_screenshot(uint8_t *buffer) const
{
assert(_app_state.has_state);
glBindFramebuffer(GL_READ_FRAMEBUFFER, _current_fbo);
glReadBuffer(_current_fbo == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, GLsizei(_width), GLsizei(_height), GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Flip image horizontally
for (unsigned int y = 0, pitch = _width * 4; y * 2 < _height; ++y)
{
const auto i1 = y * pitch;
const auto i2 = (_height - 1 - y) * pitch;
for (unsigned int x = 0; x < pitch; x += 4)
{
buffer[i1 + x + 3] = 0xFF; // Clear alpha channel
buffer[i2 + x + 3] = 0xFF;
std::swap(buffer[i1 + x + 0], buffer[i2 + x + 0]);
std::swap(buffer[i1 + x + 1], buffer[i2 + x + 1]);
std::swap(buffer[i1 + x + 2], buffer[i2 + x + 2]);
}
}
return true;
}
bool reshade::opengl::runtime_gl::init_effect(size_t index)
{
assert(_app_state.has_state); // Make sure all binds below are reset later when application state is restored
effect &effect = _effects[index];
// Add specialization constant defines to source code
std::vector<GLuint> spec_data;
std::vector<GLuint> spec_constants;
if (!effect.module.spirv.empty())
{
for (const reshadefx::uniform_info &constant : effect.module.spec_constants)
{
const GLuint id = static_cast<GLuint>(spec_constants.size());
spec_data.push_back(constant.initializer_value.as_uint[0]);
spec_constants.push_back(id);
}
}
std::unordered_map<std::string, GLuint> entry_points;
// Compile all entry points
for (const reshadefx::entry_point &entry_point : effect.module.entry_points)
{
GLuint shader_id = glCreateShader(entry_point.is_pixel_shader ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
entry_points[entry_point.name] = shader_id;
if (!effect.module.spirv.empty())
{
assert(_renderer_id >= 0x14600); // Core since OpenGL 4.6 (see https://www.khronos.org/opengl/wiki/SPIR-V)
assert(gl3wProcs.gl.ShaderBinary != nullptr && gl3wProcs.gl.SpecializeShader != nullptr);
glShaderBinary(1, &shader_id, GL_SHADER_BINARY_FORMAT_SPIR_V, effect.module.spirv.data(), static_cast<GLsizei>(effect.module.spirv.size() * sizeof(uint32_t)));
glSpecializeShader(shader_id, entry_point.name.c_str(), GLuint(spec_constants.size()), spec_constants.data(), spec_data.data());
}
else
{
std::string defines = "#version 430\n";
defines += "#define ENTRY_POINT_" + entry_point.name + " 1\n";
if (!entry_point.is_pixel_shader)
{
// OpenGL does not allow using 'discard' in the vertex shader profile
defines += "#define discard\n";
// 'dFdx', 'dFdx' and 'fwidth' too are only available in fragment shaders
defines += "#define dFdx(x) x\n";
defines += "#define dFdy(y) y\n";
defines += "#define fwidth(p) p\n";
}
defines += "#line 1 0\n"; // Reset line number, so it matches what is shown when viewing the generated code
defines += effect.preamble;
GLsizei lengths[] = { static_cast<GLsizei>(defines.size()), static_cast<GLsizei>(effect.module.hlsl.size()) };
const GLchar *sources[] = { defines.c_str(), effect.module.hlsl.c_str() };
glShaderSource(shader_id, 2, sources, lengths);
glCompileShader(shader_id);
}
GLint status = GL_FALSE;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status);
if (GL_FALSE == status)
{
GLint log_size = 0;
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_size);
std::vector<char> log(log_size);
glGetShaderInfoLog(shader_id, log_size, nullptr, log.data());
effect.errors += log.data();
for (auto &it : entry_points)
glDeleteShader(it.second);
// No need to setup resources if any of the shaders failed to compile
return false;
}
}
if (index >= _effect_ubos.size())
_effect_ubos.resize(index + 1);
if (!effect.uniform_data_storage.empty())
{
GLuint &ubo = _effect_ubos[index];
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, effect.uniform_data_storage.size(), effect.uniform_data_storage.data(), GL_DYNAMIC_DRAW);
}
bool success = true;
opengl_technique_data technique_init;
technique_init.samplers.resize(effect.module.num_sampler_bindings);
for (const reshadefx::sampler_info &info : effect.module.samplers)
{
// Hash sampler state to avoid duplicated sampler objects
size_t hash = 2166136261;
hash = (hash * 16777619) ^ static_cast<uint32_t>(info.address_u);
hash = (hash * 16777619) ^ static_cast<uint32_t>(info.address_v);
hash = (hash * 16777619) ^ static_cast<uint32_t>(info.address_w);
hash = (hash * 16777619) ^ static_cast<uint32_t>(info.filter);
hash = (hash * 16777619) ^ reinterpret_cast<const uint32_t &>(info.lod_bias);
hash = (hash * 16777619) ^ reinterpret_cast<const uint32_t &>(info.min_lod);
hash = (hash * 16777619) ^ reinterpret_cast<const uint32_t &>(info.max_lod);
auto it = _effect_sampler_states.find(hash);
if (it == _effect_sampler_states.end())
{
GLenum minfilter = GL_NONE, magfilter = GL_NONE;
switch (info.filter)
{
case reshadefx::texture_filter::min_mag_mip_point:
minfilter = GL_NEAREST_MIPMAP_NEAREST;
magfilter = GL_NEAREST;
break;
case reshadefx::texture_filter::min_mag_point_mip_linear:
minfilter = GL_NEAREST_MIPMAP_LINEAR;
magfilter = GL_NEAREST;
break;
case reshadefx::texture_filter::min_point_mag_linear_mip_point:
minfilter = GL_NEAREST_MIPMAP_NEAREST;
magfilter = GL_LINEAR;
break;
case reshadefx::texture_filter::min_point_mag_mip_linear:
minfilter = GL_NEAREST_MIPMAP_LINEAR;
magfilter = GL_LINEAR;
break;
case reshadefx::texture_filter::min_linear_mag_mip_point:
minfilter = GL_LINEAR_MIPMAP_NEAREST;
magfilter = GL_NEAREST;
break;
case reshadefx::texture_filter::min_linear_mag_point_mip_linear:
minfilter = GL_LINEAR_MIPMAP_LINEAR;
magfilter = GL_NEAREST;
break;
case reshadefx::texture_filter::min_mag_linear_mip_point:
minfilter = GL_LINEAR_MIPMAP_NEAREST;
magfilter = GL_LINEAR;
break;
case reshadefx::texture_filter::min_mag_mip_linear:
minfilter = GL_LINEAR_MIPMAP_LINEAR;
magfilter = GL_LINEAR;
break;
}
const auto convert_address_mode = [](reshadefx::texture_address_mode value) {
switch (value)
{
case reshadefx::texture_address_mode::wrap:
return GL_REPEAT;
case reshadefx::texture_address_mode::mirror:
return GL_MIRRORED_REPEAT;
case reshadefx::texture_address_mode::clamp:
return GL_CLAMP_TO_EDGE;
case reshadefx::texture_address_mode::border:
return GL_CLAMP_TO_BORDER;
default:
return GL_NONE;
}
};
GLuint sampler_id = 0;
glGenSamplers(1, &sampler_id);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, convert_address_mode(info.address_u));
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, convert_address_mode(info.address_v));
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_R, convert_address_mode(info.address_w));
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, magfilter);
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, minfilter);
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, info.lod_bias);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, info.min_lod);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, info.max_lod);
it = _effect_sampler_states.emplace(hash, sampler_id).first;
}
const auto existing_texture = std::find_if(_textures.begin(), _textures.end(),
[&texture_name = info.texture_name](const auto &item) {
return item.unique_name == texture_name && item.impl != nullptr;
});
assert(existing_texture != _textures.end());
opengl_sampler_data &sampler_data = technique_init.samplers[info.binding];
sampler_data.id = it->second;
sampler_data.texture = static_cast<opengl_tex_data *>(existing_texture->impl);
sampler_data.is_srgb = info.srgb;
sampler_data.has_mipmaps = existing_texture->levels > 1;
}
for (technique &technique : _techniques)
{
if (technique.impl != nullptr || technique.effect_index != index)
continue;
// Copy construct new technique implementation instead of move because effect may contain multiple techniques
auto impl = new opengl_technique_data(technique_init);
technique.impl = impl;
glGenQueries(1, &impl->query);
impl->passes.resize(technique.passes.size());
for (size_t pass_index = 0; pass_index < technique.passes.size(); ++pass_index)
{
opengl_pass_data &pass_data = impl->passes[pass_index];
reshadefx::pass_info &pass_info = technique.passes[pass_index];
const auto convert_blend_op = [](reshadefx::pass_blend_op value) -> GLenum {
switch (value)
{
default:
case reshadefx::pass_blend_op::add: return GL_FUNC_ADD;
case reshadefx::pass_blend_op::subtract: return GL_FUNC_SUBTRACT;
case reshadefx::pass_blend_op::rev_subtract: return GL_FUNC_REVERSE_SUBTRACT;
case reshadefx::pass_blend_op::min: return GL_MIN;
case reshadefx::pass_blend_op::max: return GL_MAX;
}
};
const auto convert_blend_func = [](reshadefx::pass_blend_func value) -> GLenum {
switch (value)
{
default:
case reshadefx::pass_blend_func::one: return GL_ONE;
case reshadefx::pass_blend_func::zero: return GL_ZERO;
case reshadefx::pass_blend_func::src_color: return GL_SRC_COLOR;
case reshadefx::pass_blend_func::src_alpha: return GL_SRC_ALPHA;
case reshadefx::pass_blend_func::inv_src_color: return GL_ONE_MINUS_SRC_COLOR;
case reshadefx::pass_blend_func::inv_src_alpha: return GL_ONE_MINUS_SRC_ALPHA;
case reshadefx::pass_blend_func::dst_color: return GL_DST_COLOR;
case reshadefx::pass_blend_func::dst_alpha: return GL_DST_ALPHA;
case reshadefx::pass_blend_func::inv_dst_color: return GL_ONE_MINUS_DST_COLOR;
case reshadefx::pass_blend_func::inv_dst_alpha: return GL_ONE_MINUS_DST_ALPHA;
}
};
const auto convert_stencil_op = [](reshadefx::pass_stencil_op value) -> GLenum {
switch (value)
{
default:
case reshadefx::pass_stencil_op::keep: return GL_KEEP;
case reshadefx::pass_stencil_op::zero: return GL_ZERO;
case reshadefx::pass_stencil_op::invert: return GL_INVERT;
case reshadefx::pass_stencil_op::replace: return GL_REPLACE;
case reshadefx::pass_stencil_op::incr: return GL_INCR_WRAP;
case reshadefx::pass_stencil_op::incr_sat: return GL_INCR;
case reshadefx::pass_stencil_op::decr: return GL_DECR_WRAP;
case reshadefx::pass_stencil_op::decr_sat: return GL_DECR;
}
};
const auto convert_stencil_func = [](reshadefx::pass_stencil_func value) -> GLenum {
switch (value)
{
default:
case reshadefx::pass_stencil_func::always: return GL_ALWAYS;
case reshadefx::pass_stencil_func::never: return GL_NEVER;
case reshadefx::pass_stencil_func::equal: return GL_EQUAL;
case reshadefx::pass_stencil_func::not_equal: return GL_NOTEQUAL;
case reshadefx::pass_stencil_func::less: return GL_LESS;
case reshadefx::pass_stencil_func::less_equal: return GL_LEQUAL;
case reshadefx::pass_stencil_func::greater: return GL_GREATER;
case reshadefx::pass_stencil_func::greater_equal: return GL_GEQUAL;
}
};
pass_data.blend_eq_color = convert_blend_op(pass_info.blend_op);
pass_data.blend_eq_alpha = convert_blend_op(pass_info.blend_op_alpha);
pass_data.blend_src = convert_blend_func(pass_info.src_blend);
pass_data.blend_dest = convert_blend_func(pass_info.dest_blend);
pass_data.blend_src_alpha = convert_blend_func(pass_info.src_blend_alpha);
pass_data.blend_dest_alpha = convert_blend_func(pass_info.dest_blend_alpha);
pass_data.stencil_func = convert_stencil_func(pass_info.stencil_comparison_func);
pass_data.stencil_op_z_pass = convert_stencil_op(pass_info.stencil_op_pass);
pass_data.stencil_op_fail = convert_stencil_op(pass_info.stencil_op_fail);
pass_data.stencil_op_z_fail = convert_stencil_op(pass_info.stencil_op_depth_fail);
glGenFramebuffers(1, &pass_data.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, pass_data.fbo);
if (pass_info.render_target_names[0].empty())
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _rbo[RBO_COLOR]);
pass_data.draw_targets[0] = GL_COLOR_ATTACHMENT0;
pass_data.draw_textures[0] = _tex[TEX_BACK_SRGB];
pass_info.viewport_width = _width;
pass_info.viewport_height = _height;
}
else
{
for (uint32_t k = 0; k < 8 && !pass_info.render_target_names[k].empty(); ++k)
{
const auto texture_impl = static_cast<opengl_tex_data *>(std::find_if(_textures.begin(), _textures.end(),
[&render_target = pass_info.render_target_names[k]](const auto &item) {
return item.unique_name == render_target;
})->impl);
assert(texture_impl != nullptr);
pass_data.draw_targets[k] = GL_COLOR_ATTACHMENT0 + k;
pass_data.draw_textures[k] = texture_impl->id[pass_info.srgb_write_enable];
glFramebufferTexture(GL_FRAMEBUFFER, pass_data.draw_targets[k], pass_data.draw_textures[k], 0);
}
assert(pass_info.viewport_width != 0 && pass_info.viewport_height != 0);
}
if (pass_info.stencil_enable && // Only need to attach stencil if stencil is actually used in this pass
pass_info.viewport_width == _width &&
pass_info.viewport_height == _height)
{
// Only attach stencil when viewport matches back buffer or else the frame buffer will always be resized to those dimensions
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _rbo[RBO_STENCIL]);
}
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
// Link program from input shaders
pass_data.program = glCreateProgram();
const GLuint vs_shader_id = entry_points.at(pass_info.vs_entry_point);
const GLuint fs_shader_id = entry_points.at(pass_info.ps_entry_point);
glAttachShader(pass_data.program, vs_shader_id);
glAttachShader(pass_data.program, fs_shader_id);
glLinkProgram(pass_data.program);
glDetachShader(pass_data.program, vs_shader_id);
glDetachShader(pass_data.program, fs_shader_id);
GLint status = GL_FALSE;
glGetProgramiv(pass_data.program, GL_LINK_STATUS, &status);
if (GL_FALSE == status)
{
GLint log_size = 0;
glGetProgramiv(pass_data.program, GL_INFO_LOG_LENGTH, &log_size);
std::vector<char> log(log_size);
glGetProgramInfoLog(pass_data.program, log_size, nullptr, log.data());
effect.errors += log.data();
LOG(ERROR) << "Failed to link program for pass " << pass_index << " in technique '" << technique.name << "'.";
success = false;
break;
}
}
}
for (auto &it : entry_points)
glDeleteShader(it.second);
return success;
}
void reshade::opengl::runtime_gl::unload_effect(size_t index)
{
for (technique &tech : _techniques)
{
if (tech.effect_index != index)
continue;
const auto impl = static_cast<opengl_technique_data *>(tech.impl);
if (impl == nullptr)
continue;
glDeleteQueries(1, &impl->query);
for (opengl_pass_data &pass_data : impl->passes)
{
if (pass_data.program)
glDeleteProgram(pass_data.program);
glDeleteFramebuffers(1, &pass_data.fbo);
}
delete impl;
tech.impl = nullptr;
}
runtime::unload_effect(index);
if (index < _effect_ubos.size())
{
glDeleteBuffers(1, &_effect_ubos[index]);
_effect_ubos[index] = 0;
}
}
void reshade::opengl::runtime_gl::unload_effects()
{
for (technique &tech : _techniques)
{
const auto impl = static_cast<opengl_technique_data *>(tech.impl);
if (impl == nullptr)
continue;
glDeleteQueries(1, &impl->query);
for (opengl_pass_data &pass_data : impl->passes)
{
if (pass_data.program)
glDeleteProgram(pass_data.program);
glDeleteFramebuffers(1, &pass_data.fbo);
}
delete impl;
tech.impl = nullptr;
}
runtime::unload_effects();
glDeleteBuffers(static_cast<GLsizei>(_effect_ubos.size()), _effect_ubos.data());
_effect_ubos.clear();
for (const auto &info : _effect_sampler_states)
glDeleteSamplers(1, &info.second);
_effect_sampler_states.clear();
}
bool reshade::opengl::runtime_gl::init_texture(texture &texture)
{
auto impl = new opengl_tex_data();
texture.impl = impl;
switch (texture.impl_reference)
{
case texture_reference::back_buffer:
impl->id[0] = _tex[TEX_BACK];
impl->id[1] = _tex[TEX_BACK_SRGB];
return true;
case texture_reference::depth_buffer:
#if RESHADE_DEPTH
impl->id[0] = impl->id[1] =
_copy_depth_source ? _tex[TEX_DEPTH] : _depth_source;
#endif
return true;
}
GLenum internalformat = GL_RGBA8;
GLenum internalformat_srgb = GL_NONE;
switch (texture.format)
{
case reshadefx::texture_format::r8:
internalformat = GL_R8;
break;
case reshadefx::texture_format::r16f:
internalformat = GL_R16F;
break;
case reshadefx::texture_format::r32f:
internalformat = GL_R32F;
break;
case reshadefx::texture_format::rg8:
internalformat = GL_RG8;
break;
case reshadefx::texture_format::rg16:
internalformat = GL_RG16;
break;
case reshadefx::texture_format::rg16f:
internalformat = GL_RG16F;
break;
case reshadefx::texture_format::rg32f:
internalformat = GL_RG32F;
break;
case reshadefx::texture_format::rgba8:
internalformat = GL_RGBA8;
internalformat_srgb = GL_SRGB8_ALPHA8;
break;
case reshadefx::texture_format::rgba16:
internalformat = GL_RGBA16;
break;
case reshadefx::texture_format::rgba16f:
internalformat = GL_RGBA16F;
break;
case reshadefx::texture_format::rgba32f:
internalformat = GL_RGBA32F;
break;
case reshadefx::texture_format::rgb10a2:
internalformat = GL_RGB10_A2;
break;
}
// Get current state
GLint previous_tex = 0;
GLint previous_draw_buffer = 0;
GLint previous_frame_buffer = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previous_tex);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_frame_buffer);
glGetIntegerv(GL_DRAW_BUFFER, &previous_draw_buffer);
// Allocate texture storage
glGenTextures(2, impl->id);
glBindTexture(GL_TEXTURE_2D, impl->id[0]);
glTexStorage2D(GL_TEXTURE_2D, texture.levels, internalformat, texture.width, texture.height);
// Only create SRGB texture view if necessary
if (internalformat_srgb != GL_NONE) {
glTextureView(impl->id[1], GL_TEXTURE_2D, impl->id[0], internalformat_srgb, 0, texture.levels, 0, 1);
}
else {
impl->id[1] = impl->id[0];
}
// Clear texture to zero since by default its contents are undefined
// Use a separate FBO here to make sure there is no mismatch with the dimensions of others
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo[FBO_CLEAR]);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, impl->id[0], 0);
assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
const GLuint clear_color[4] = { 0, 0, 0, 0 };
glClearBufferuiv(GL_COLOR, 0, clear_color);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
// Restore previous state from application
glBindTexture(GL_TEXTURE_2D, previous_tex);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_frame_buffer);
glDrawBuffer(previous_draw_buffer);
return true;
}
void reshade::opengl::runtime_gl::upload_texture(const texture &texture, const uint8_t *pixels)
{
auto impl = static_cast<opengl_tex_data *>(texture.impl);
assert(impl != nullptr && pixels != nullptr && texture.impl_reference == texture_reference::none);
unsigned int upload_pitch = texture.width * 4;
std::vector<uint8_t> upload_data(pixels, pixels + upload_pitch * texture.height);
// Flip image data horizontally
const auto temp = static_cast<uint8_t *>(alloca(upload_pitch));
for (uint32_t y = 0; 2 * y < texture.height; y++)
{
const auto line1 = upload_data.data() + upload_pitch * (y);
const auto line2 = upload_data.data() + upload_pitch * (texture.height - 1 - y);
std::memcpy(temp, line1, upload_pitch);
std::memcpy(line1, line2, upload_pitch);
std::memcpy(line2, temp, upload_pitch);
}
// Get current state
GLint previous_tex = 0;
GLint previous_unpack = 0;
GLint previous_unpack_lsb = GL_FALSE;
GLint previous_unpack_swap = GL_FALSE;
GLint previous_unpack_alignment = 0;
GLint previous_unpack_row_length = 0;
GLint previous_unpack_image_height = 0;
GLint previous_unpack_skip_rows = 0;
GLint previous_unpack_skip_pixels = 0;
GLint previous_unpack_skip_images = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &previous_tex);
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &previous_unpack);
glGetIntegerv(GL_UNPACK_LSB_FIRST, &previous_unpack_lsb);
glGetIntegerv(GL_UNPACK_SWAP_BYTES, &previous_unpack_swap);
glGetIntegerv(GL_UNPACK_ALIGNMENT, &previous_unpack_alignment);
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &previous_unpack_row_length);
glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, &previous_unpack_image_height);
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &previous_unpack_skip_rows);
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &previous_unpack_skip_pixels);
glGetIntegerv(GL_UNPACK_SKIP_IMAGES, &previous_unpack_skip_images);
// Unset any existing unpack buffer so pointer is not interpreted as an offset
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
// Clear pixel storage modes to defaults (texture uploads can break otherwise)
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // RGBA data is 4-byte aligned
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
// Bind and upload texture data
glBindTexture(GL_TEXTURE_2D, impl->id[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, upload_data.data());
if (texture.levels > 1)
glGenerateMipmap(GL_TEXTURE_2D);
// Restore previous state from application
glBindTexture(GL_TEXTURE_2D, previous_tex);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, previous_unpack);
glPixelStorei(GL_UNPACK_LSB_FIRST, previous_unpack_lsb);
glPixelStorei(GL_UNPACK_SWAP_BYTES, previous_unpack_swap);
glPixelStorei(GL_UNPACK_ALIGNMENT, previous_unpack_alignment);
glPixelStorei(GL_UNPACK_ROW_LENGTH, previous_unpack_row_length);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, previous_unpack_image_height);
glPixelStorei(GL_UNPACK_SKIP_ROWS, previous_unpack_skip_rows);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, previous_unpack_skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_IMAGES, previous_unpack_skip_images);
}
void reshade::opengl::runtime_gl::destroy_texture(texture &texture)
{
if (texture.impl == nullptr)
return;
auto impl = static_cast<opengl_tex_data *>(texture.impl);
if (texture.impl_reference == texture_reference::none)
{
glDeleteTextures(impl->id[0] != impl->id[1] ? 2 : 1, impl->id);
}
delete impl;
texture.impl = nullptr;
}
void reshade::opengl::runtime_gl::render_technique(technique &technique)
{
assert(_app_state.has_state);
const auto impl = static_cast<opengl_technique_data *>(technique.impl);
if (GLuint available = 0; impl->query_in_flight)
{
glGetQueryObjectuiv(impl->query, GL_QUERY_RESULT_AVAILABLE, &available);
if (GLuint64 elapsed_time = 0; available != GL_FALSE)
{
glGetQueryObjectui64v(impl->query, GL_QUERY_RESULT, &elapsed_time);
technique.average_gpu_duration.append(elapsed_time);
impl->query_in_flight = false; // Reset query status
}
}
if (!impl->query_in_flight)
glBeginQuery(GL_TIME_ELAPSED, impl->query);
// Set up global states
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glFrontFace(GL_CCW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDepthMask(GL_FALSE); // No need to write to the depth buffer
glBindVertexArray(_vao[VAO_FX]); // This is an empty vertex array object
// Set up shader constants
if (_effect_ubos[technique.effect_index] != 0)
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0, _effect_ubos[technique.effect_index]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, _effects[technique.effect_index].uniform_data_storage.size(), _effects[technique.effect_index].uniform_data_storage.data());
}
// Set up shader resources
for (GLuint s_slot = 0; s_slot < impl->samplers.size(); s_slot++)
{
const opengl_sampler_data &sampler_data = impl->samplers[s_slot];
glActiveTexture(GL_TEXTURE0 + s_slot);
glBindTexture(GL_TEXTURE_2D, sampler_data.texture->id[sampler_data.is_srgb]);
glBindSampler(s_slot, sampler_data.id);
}
bool is_effect_stencil_cleared = false;
bool needs_implicit_backbuffer_copy = true; // First pass always needs the back buffer updated
for (size_t pass_index = 0; pass_index < technique.passes.size(); ++pass_index)
{
if (needs_implicit_backbuffer_copy)
{
// Copy back buffer of previous pass to texture
glDisable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_READ_FRAMEBUFFER, _fbo[FBO_BACK]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo[FBO_BLIT]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, _width, _height, 0, 0, _width, _height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
const opengl_pass_data &pass_data = impl->passes[pass_index];
const reshadefx::pass_info &pass_info = technique.passes[pass_index];
// Set up pass specific state
glViewport(0, 0, static_cast<GLsizei>(pass_info.viewport_width), static_cast<GLsizei>(pass_info.viewport_height));
glUseProgram(pass_data.program);
glBindFramebuffer(GL_FRAMEBUFFER, pass_data.fbo);
glDrawBuffers(8, pass_data.draw_targets);
if (pass_info.blend_enable) {