Merge branch 'pr716' into r4-hud

# Conflicts:
#	runtime/include/host_overlay.h
This commit is contained in:
Shokunin
2026-10-22 13:46:55 -07:00
8 changed files with 263 additions and 14 deletions
+13
View File
@@ -92,6 +92,19 @@ Bloom uses the mask at both ends: only lit pixels feed its bright pass, and
only lit pixels take the glow back. HUD pixels are therefore never changed,
even next to a lamp.
## Depth, history, time and live uniforms
- `input <sampler> depth`: view depth `sz` (GTE screen z) of the presented frame, R32F at window
size, rebuilt from the surfaces' PGXP depth (`zn = 1 - 512/(sz + 256)`); 0 where nothing 3D drew.
Only built while a loaded chain reads it.
- `input <sampler> history`: this pass's own target from the last real frame (trails, temporal
filters). Generated frames do not update it.
- `u_time` (seconds since the chain loaded) and `u_proj` (latest GTE projection: `240/H`, screen
centre in uv, aspect) are declared in every pass.
- Live uniforms: a title sets a preset `uniform` from game state with
`psx_host_set_post_uniform(name, x, y, z, w)` (`host_overlay.h`), e.g. a light source projected
to the screen; the preset value is the default until the first call.
## Tests
- `postfx_chain_test`: the format, built-in presets, errors and file import.
+2
View File
@@ -196,6 +196,8 @@ float gl_renderer_get_bloom(void);
* compile is logged and skipped. */
void gl_renderer_set_post_shader(const char *path);
int gl_renderer_post_shader_loaded(void);
/* Debug: path, last load outcome and live uniforms of the user chain (JSON members). */
int gl_renderer_post_shader_debug(char *out, int cap);
typedef struct {
float strength, threshold;
uint64_t passes, us_n;
+7
View File
@@ -54,6 +54,13 @@ void psx_host_overlay_draw(int width, int height); /* renderer side */
void psx_host_set_hud_draw_cb(PsxHostOverlayDrawFn fn, void *ctx);
void psx_host_hud_draw(int width, int height); /* renderer side */
/* ---- Post-effect live uniforms ------------------------------------------
* Sets the value of a `uniform <name> ...` line of the loaded post-effect chain
* ([video] post_shader, postfx_chain.h) from game state, e.g. a light source
* projected to the screen. Any thread; effective at the next present; the
* preset default applies until the first call. Up to 16 names. */
void psx_host_set_post_uniform(const char *name, float x, float y, float z, float w);
/* ---- P3: input sink -----------------------------------------------------
* The sink sees every host SDL event first (main thread), in the normal event
* drain and in the host pause loop. Returning non-zero consumes the event.
+8 -2
View File
@@ -9,7 +9,10 @@
* pfx 1 # format version (required first)
* pass <name> # starts a pass; the last pass writes the window
* shader <file.glsl|builtin:name> # fragment body (see below)
* input <sampler> <source|source_down|mask|previous|<pass name>>
* input <sampler> <source|source_down|mask|depth|history|previous|<pass name>>
* # depth: PGXP view depth sz (GTE screen z, R32F;
* # 0 where nothing 3D drew); history: this pass's
* # own target from the last real frame (not last pass)
* # source_down: the image scaled to this pass's
* # target (one bilinear blit, no full-size copy)
* scale <f> # target size, fraction of the game rect (default 1)
@@ -27,6 +30,7 @@
* uniform vec2 u_rcp; // 1 / this pass's target size in px
* uniform vec2 u_size; // this pass's target size in px
* uniform ivec2 u_org; // window origin of the game rect (gl_FragCoord - u_org = px in it)
* uniform float u_time; // seconds since the chain loaded (real and generated frames)
* plus one `uniform sampler2D <sampler>;` per input. v_uv is 0..1 over the
* game rect, bottom-up like the window. */
#ifndef PSX_POSTFX_CHAIN_H
@@ -38,7 +42,8 @@ extern "C" {
enum { PFX_MAX_PASSES = 16, PFX_MAX_INPUTS = 4, PFX_MAX_UNIFORMS = 8, PFX_NAME = 32 };
/* Input sources; a value >= 0 is an earlier pass's index. */
enum { PFX_IN_SOURCE = -1, PFX_IN_MASK = -2, PFX_IN_SOURCE_DOWN = -3 };
enum { PFX_IN_SOURCE = -1, PFX_IN_MASK = -2, PFX_IN_SOURCE_DOWN = -3, PFX_IN_DEPTH = -4,
PFX_IN_HISTORY = -5 };
enum { PFX_BLEND_REPLACE = 0, PFX_BLEND_SCREEN = 1 };
enum { PFX_FMT_RGBA8 = 0, PFX_FMT_RGBA16F = 1 };
@@ -69,6 +74,7 @@ typedef struct {
char name[PFX_NAME];
int npasses;
int uses_mask; /* some pass reads `mask` */
int uses_depth; /* some pass reads `depth` */
PfxPass pass[PFX_MAX_PASSES];
} PfxChain;
+12
View File
@@ -8777,6 +8777,17 @@ static void handle_bloom(int id, const char *json)
bi.gen_us_mean, (unsigned long long)bi.reused);
}
/* post_shader: {"cmd":"post_shader"} reads the user chain (path, load outcome, live
* uniforms); "path" sets it, "" turns it off, the same path reloads it (shader edits). */
static void handle_post_shader(int id, const char *json)
{
char path[512];
if (json_get_str(json, "path", path, sizeof path)) gl_renderer_set_post_shader(path);
char info[1536];
gl_renderer_post_shader_debug(info, (int)sizeof info);
send_fmt("{\"id\":%d,\"ok\":true,\"loaded\":%d,%s}", id, gl_renderer_post_shader_loaded(), info);
}
static void handle_post_aa(int id, const char *json)
{
int mode = json_get_int(json, "mode", -1);
@@ -16252,6 +16263,7 @@ static const CmdEntry s_commands[] = {
{ "frame_perf", handle_frame_perf },
{ "batch_sites", handle_batch_sites },
{ "post_aa", handle_post_aa },
{ "post_shader", handle_post_shader },
{ "fmv_chroma", handle_fmv_chroma },
{ "texture_lod", handle_texture_lod },
{ "accurate_blending", handle_accurate_blending },
+213 -11
View File
@@ -36,6 +36,7 @@ typedef struct {
GLint fixed[PFX_LOC_FIXED];
GLint in[PFX_MAX_INPUTS];
GLint u[PFX_MAX_UNIFORMS];
GLint time, proj;
} PfxLocs;
typedef struct {
PfxChain chain;
@@ -46,6 +47,8 @@ typedef struct {
GLuint dtex[PFX_MAX_PASSES], dfbo[PFX_MAX_PASSES]; /* source_down copies */
int dw[PFX_MAX_PASSES], dh[PFX_MAX_PASSES];
int tw[PFX_MAX_PASSES], th[PFX_MAX_PASSES];
GLuint htex[PFX_MAX_PASSES], hfbo[PFX_MAX_PASSES]; /* `history` copies */
int hw[PFX_MAX_PASSES], hh[PFX_MAX_PASSES], hist[PFX_MAX_PASSES];
} PfxStage;
enum { PFX_STAGE_BLOOM, PFX_STAGE_USER, PFX_STAGE_AA, PFX_STAGE_HQ, PFX_NSTAGES };
static PfxStage s_pfx[PFX_NSTAGES];
@@ -78,6 +81,49 @@ static GLint s_mmap_uUv = -1, s_mmap_uS = -1, s_mmap_uSrc = -1, s_mmap_uDst = -
* depth-stencil blit is needed (one costs the CPU milliseconds on macOS). */
typedef struct { GLuint rb, tex, fbo; int w, h; } PfxSurfMask;
static PfxSurfMask s_smask[2];
/* `depth`: each surface's depth-stencil renderbuffer is blitted into a depth
* texture of its size (dtex/dfbo), then mapped to the window as view depth sz
* (GTE screen z; PGXP writes zn = 1 - 512/(sz + 256)) in an R32F texture. */
typedef struct { GLuint rb, dtex, dfbo; int w, h; } PfxSurfDepth;
static PfxSurfDepth s_sdepth[2];
static GLuint s_depth_tex = 0, s_depth_fbo = 0, s_depth_map_prog = 0;
static GLint s_dmap_uUv = -1, s_dmap_uS = -1, s_dmap_uSrc = -1, s_dmap_uDst = -1;
static int s_depth_w = 0, s_depth_h = 0, s_depth_ok = 0;
static int s_pfx_depth_on = 0; /* a loaded chain reads `depth` */
static uint64_t s_pfx_t0 = 0; /* u_time origin */
/* Live values for preset `uniform` lines, set by the title from game state
* (psx_host_set_post_uniform, host_overlay.h): a live value replaces the
* preset default of the same name in every pass that declares it. */
enum { PFX_LIVE_MAX = 16 };
typedef struct { char name[PFX_NAME]; float v[4]; } PfxLive;
static PfxLive s_pfx_live[PFX_LIVE_MAX];
static int s_pfx_nlive = 0;
static SDL_SpinLock s_pfx_live_lock = 0;
void psx_host_set_post_uniform(const char *name, float x, float y, float z, float w) {
if (!name || !name[0] || strlen(name) >= PFX_NAME) return;
SDL_LockSpinlock(&s_pfx_live_lock);
int i = 0;
while (i < s_pfx_nlive && strcmp(s_pfx_live[i].name, name)) i++;
if (i == s_pfx_nlive && s_pfx_nlive < PFX_LIVE_MAX) {
snprintf(s_pfx_live[i].name, PFX_NAME, "%s", name);
s_pfx_nlive++;
}
if (i < s_pfx_nlive) {
s_pfx_live[i].v[0] = x; s_pfx_live[i].v[1] = y; s_pfx_live[i].v[2] = z; s_pfx_live[i].v[3] = w;
}
SDL_UnlockSpinlock(&s_pfx_live_lock);
}
/* Last load outcome of the user chain, for the debug server. */
static char s_pfx_user_status[192] = "";
static int pfx_live_get(const char *name, float out[4]) {
int found = 0;
SDL_LockSpinlock(&s_pfx_live_lock);
for (int i = 0; i < s_pfx_nlive; i++)
if (!strcmp(s_pfx_live[i].name, name)) { memcpy(out, s_pfx_live[i].v, sizeof s_pfx_live[i].v); found = 1; break; }
SDL_UnlockSpinlock(&s_pfx_live_lock);
return found;
}
extern volatile int32_t g_gte_last_h, g_gte_last_ofx, g_gte_last_ofy; /* gte.cpp */
static int s_mask_w = 0, s_mask_h = 0;
static int pfx_stage_on(int i) {
@@ -102,7 +148,10 @@ static void pfx_stage_unload(PfxStage *st) {
if (st->tex[i]) glDeleteTextures(1, &st->tex[i]);
if (st->dfbo[i]) p_glDeleteFramebuffers(1, &st->dfbo[i]);
if (st->dtex[i]) glDeleteTextures(1, &st->dtex[i]);
if (st->hfbo[i]) p_glDeleteFramebuffers(1, &st->hfbo[i]);
if (st->htex[i]) glDeleteTextures(1, &st->htex[i]);
}
st->htex[i] = st->hfbo[i] = 0; st->hw[i] = st->hh[i] = 0; st->hist[i] = 0;
st->prog[i] = st->tex[i] = st->fbo[i] = 0; st->tw[i] = st->th[i] = 0;
st->dtex[i] = st->dfbo[i] = 0; st->dw[i] = st->dh[i] = 0;
}
@@ -118,6 +167,9 @@ static void pfx_mask_wanted_update(void) {
if (i == PFX_STAGE_BLOOM) want = 1; /* the bloom preset reads it */
else if (s_pfx[i].loaded && s_pfx[i].chain.uses_mask) want = 1;
}
s_pfx_depth_on = 0;
for (int i = 0; i < PFX_NSTAGES; i++)
if (pfx_stage_on(i) && s_pfx[i].loaded && s_pfx[i].chain.uses_depth) s_pfx_depth_on = 1;
if (want != s_bcls_on) { s_bcls_on = want; pgxp_render_wanted_update(); }
}
@@ -135,26 +187,41 @@ static int pfx_stage_load(int i) {
if (!ok) {
fprintf(stdout, "psxrecomp: post effect '%s' not loaded: %s\n",
i == PFX_STAGE_USER ? s_pfx_user_path : "built-in", err);
if (i == PFX_STAGE_USER) snprintf(s_pfx_user_status, sizeof s_pfx_user_status, "not loaded: %s", err);
st->failed = 1;
return 0;
}
st->loaded = 1;
if (i == PFX_STAGE_USER)
for (int p = 0; p < st->chain.npasses; p++)
for (int k = 0; k < st->chain.pass[p].ninputs; k++)
if (st->chain.pass[p].in[k].from == PFX_IN_HISTORY) st->hist[p] = 1;
if (i == PFX_STAGE_USER) {
fprintf(stdout, "psxrecomp: post shader '%s' (%d passes%s)\n", s_pfx_user_path,
st->chain.npasses, st->chain.uses_mask ? ", mask" : "");
snprintf(s_pfx_user_status, sizeof s_pfx_user_status, "parsed: %d passes", st->chain.npasses);
}
return 1;
}
static uint64_t s_pfx_builds = 0; /* program builds (tests) */
static GLuint pfx_build_pass(const PfxPass *ps) {
s_pfx_builds++;
size_t n = strlen(ps->shader) + 512 + (size_t)ps->ninputs * 64;
size_t n = strlen(ps->shader) + 512 + (size_t)ps->ninputs * 64 + (size_t)ps->nuniforms * 64;
char *src = (char *)malloc(n);
if (!src) return 0;
int k = snprintf(src, n, "#version 330\nin vec2 v_uv; out vec4 o;\n"
"uniform vec2 u_rcp; uniform vec2 u_size; uniform ivec2 u_org;\n");
"uniform vec2 u_rcp; uniform vec2 u_size; uniform ivec2 u_org;\n"
"uniform float u_time; uniform vec4 u_proj;\n");
for (int i = 0; i < ps->ninputs; i++)
k += snprintf(src + k, n - (size_t)k, "uniform sampler2D %s;\n", ps->in[i].sampler);
/* The preset's `uniform` lines are declared here unless the body declares
* them itself (the built-in shaders do). */
static const char *const kTypes[] = { "float", "vec2", "vec3", "vec4" };
for (int i = 0; i < ps->nuniforms && (size_t)k + 96 < n; i++) {
char decl[PFX_NAME + 16];
snprintf(decl, sizeof decl, "%s %s;", kTypes[ps->u[i].count - 1], ps->u[i].name);
if (!strstr(ps->shader, decl)) k += snprintf(src + k, n - (size_t)k, "uniform %s\n", decl);
}
snprintf(src + k, n - (size_t)k, "%s", ps->shader);
GLuint prog = build_program(PRESENT_VS, src);
free(src);
@@ -188,7 +255,7 @@ static void pfx_rect_px(GLuint tex, float tex_w, float tex_h, int x, int y, int
static void postfx_note_center(GLuint fbo, GLuint tex, float tex_w, float tex_h,
int x, int y, int w, int h, int off, int wide_w) {
s_mask_ctr_valid = 0;
if (!s_bcls_on || !fbo || !tex || wide_w <= 0) return;
if ((!s_bcls_on && !s_pfx_depth_on) || !fbo || !tex || wide_w <= 0) return;
s_mask_ctr_rb = pfx_surface_rb(fbo);
if (!s_mask_ctr_rb) return;
pfx_rect_px(tex, tex_w, tex_h, x, y, w, h, s_mask_ctr, &s_mask_ctr_tw, &s_mask_ctr_th);
@@ -204,7 +271,7 @@ static void postfx_note_source(GLuint fbo, GLuint tex, float tex_w, float tex_h,
int x, int y, int w, int h) {
s_mask_src_valid = 0;
s_mask_ctr_valid = 0;
if (!s_bcls_on || !fbo || !tex || tex_w <= 0.0f || tex_h <= 0.0f) return;
if ((!s_bcls_on && !s_pfx_depth_on) || !fbo || !tex || tex_w <= 0.0f || tex_h <= 0.0f) return;
s_mask_src_rb = pfx_surface_rb(fbo);
if (!s_mask_src_rb) return;
pfx_rect_px(tex, tex_w, tex_h, x, y, w, h, s_mask_src, &s_mask_src_tw, &s_mask_src_th);
@@ -217,6 +284,7 @@ static void pfx_tex_alloc(GLuint *t, int w, int h, int fmt, int nearest) {
glBindTexture(GL_TEXTURE_2D, *t);
if (fmt == PFX_FMT_RGBA16F) glTexImage2D(GL_TEXTURE_2D, 0, 0x881A /*RGBA16F*/, w, h, 0, GL_RGBA, GL_FLOAT, NULL);
else if (fmt == -1) glTexImage2D(GL_TEXTURE_2D, 0, 0x8229 /*R8*/, w, h, 0, 0x1903 /*RED*/, GL_UNSIGNED_BYTE, NULL);
else if (fmt == -2) glTexImage2D(GL_TEXTURE_2D, 0, 0x822E /*R32F*/, w, h, 0, 0x1903 /*RED*/, GL_FLOAT, NULL);
else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -309,6 +377,81 @@ static int pfx_mask_build(int fresh, int lw, int lh) {
return s_mask_ok;
}
/* Slot k: surface rb (tw x th) blitted into its depth texture. */
static int pfx_surf_depth(int k, GLuint fbo, GLuint rb, int tw, int th) {
PfxSurfDepth *d = &s_sdepth[k];
if (d->rb != rb || d->w != tw || d->h != th) {
if (!d->dtex) glGenTextures(1, &d->dtex);
glBindTexture(GL_TEXTURE_2D, d->dtex);
glTexImage2D(GL_TEXTURE_2D, 0, PSXGL_DEPTH24_STENCIL8, tw, th, 0,
0x84F9 /*DEPTH_STENCIL*/, 0x84FA /*UNSIGNED_INT_24_8*/, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
if (!d->dfbo) p_glGenFramebuffers(1, &d->dfbo);
p_glBindFramebuffer(PSXGL_FRAMEBUFFER, d->dfbo);
p_glFramebufferTexture2D(PSXGL_FRAMEBUFFER, PSXGL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, d->dtex, 0);
d->rb = rb; d->w = tw; d->h = th;
}
p_glBindFramebuffer(PSXGL_READ_FRAMEBUFFER, fbo);
p_glBindFramebuffer(PSXGL_DRAW_FRAMEBUFFER, d->dfbo);
p_glBlitFramebuffer(0, 0, tw, th, 0, 0, tw, th, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
return 1;
}
static void pfx_depth_map(int k, const int r[4], int x0, int x1, int lh) {
p_glBindFramebuffer(PSXGL_FRAMEBUFFER, s_depth_fbo);
glViewport(x0, 0, x1 - x0, lh);
p_glUseProgram(s_depth_map_prog);
p_glActiveTexture(PSXGL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, s_sdepth[k].dtex);
p_glUniform1i(s_dmap_uS, 0);
p_glUniform4i(s_dmap_uSrc, r[0], r[1], r[2], r[3]);
p_glUniform4f(s_dmap_uDst, (float)x0, (float)(x1 - x0), (float)lh, 0.0f);
post_fullscreen(s_depth_map_prog, s_dmap_uUv);
glBindTexture(GL_TEXTURE_2D, 0);
}
/* Window-sized view depth from the presented surface (fresh) or the last. */
static int pfx_depth_build(int fresh, int lw, int lh) {
if (!s_depth_map_prog) {
s_depth_map_prog = build_program(PRESENT_VS,
"#version 330\nin vec2 v_uv; out vec4 o; uniform sampler2D u_s;\n"
"uniform ivec4 u_src; uniform vec4 u_dst;\n"
"void main(){\n"
" vec2 f = gl_FragCoord.xy;\n"
" int sx = u_src.x + int(floor((f.x - u_dst.x) * float(u_src.z - u_src.x) / u_dst.y));\n"
" int sy = u_src.y + int(floor((u_dst.z - f.y) * float(u_src.w - u_src.y) / u_dst.z));\n"
" float d = texelFetch(u_s, ivec2(sx, sy), 0).r;\n"
" /* zn = 2d - 1 = 1 - 512/(sz + 256); d = 0.5 is the zn = 0 of 2D draws */\n"
" float sz = (d >= 0.999999 || abs(d - 0.5) < 1e-6) ? 0.0 : 256.0 / max(1.0 - d, 1e-6) - 256.0;\n"
" o = vec4(sz);\n"
"}\n");
if (!s_depth_map_prog) return 0;
s_dmap_uUv = p_glGetUniformLocation(s_depth_map_prog, "u_uv_rect");
s_dmap_uS = p_glGetUniformLocation(s_depth_map_prog, "u_s");
s_dmap_uSrc = p_glGetUniformLocation(s_depth_map_prog, "u_src");
s_dmap_uDst = p_glGetUniformLocation(s_depth_map_prog, "u_dst");
}
if (s_depth_w != lw || s_depth_h != lh) {
pfx_tex_alloc(&s_depth_tex, lw, lh, -2, 1);
pfx_fbo_attach(&s_depth_fbo, s_depth_tex);
s_depth_w = lw; s_depth_h = lh; s_depth_ok = 0;
}
if (fresh && s_mask_src_valid) {
pfx_surf_depth(0, s_mask_src_fbo, s_mask_src_rb, s_mask_src_tw, s_mask_src_th);
if (s_mask_ctr_valid)
pfx_surf_depth(1, s_mask_ctr_fbo, s_mask_ctr_rb, s_mask_ctr_tw, s_mask_ctr_th);
pfx_depth_map(0, s_mask_src, 0, lw, lh);
if (s_mask_ctr_valid) {
const int c0 = (int)lrintf(s_mask_ctr_x0 * (float)lw), c1 = (int)lrintf(s_mask_ctr_x1 * (float)lw);
if (c1 > c0) pfx_depth_map(1, s_mask_ctr, c0, c1, lh);
}
s_depth_ok = 1;
}
return s_depth_ok;
}
/* Run one stage's chain over the window rect. 0 when it could not run.
* generated: a Smooth motion in-between frame; passes marked `generated
* reuse` keep the target the last real frame left (when it is there at this
@@ -330,12 +473,16 @@ static int pfx_stage_run(PfxStage *st, int generated, int lx, int ly, int lw, in
L->fixed[PFX_LOC_SIZE] = p_glGetUniformLocation(pg, "u_size");
L->fixed[PFX_LOC_ORG] = p_glGetUniformLocation(pg, "u_org");
L->fixed[PFX_LOC_UV] = p_glGetUniformLocation(pg, "u_uv_rect");
L->time = p_glGetUniformLocation(pg, "u_time");
L->proj = p_glGetUniformLocation(pg, "u_proj");
for (int k = 0; k < ps->ninputs; k++) L->in[k] = p_glGetUniformLocation(pg, ps->in[k].sampler);
for (int k = 0; k < ps->nuniforms; k++) L->u[k] = p_glGetUniformLocation(pg, ps->u[k].name);
}
if (!st->prog[i]) {
fprintf(stdout, "psxrecomp: post effect '%s' pass '%s' did not compile; effect off\n",
c->name, ps->name);
if (st == &s_pfx[PFX_STAGE_USER])
snprintf(s_pfx_user_status, sizeof s_pfx_user_status, "pass '%s' did not compile", ps->name);
st->failed = 1;
return 0;
}
@@ -381,7 +528,9 @@ static int pfx_stage_run(PfxStage *st, int generated, int lx, int ly, int lw, in
const int from = ps->in[k].from;
const GLuint t = from == PFX_IN_SOURCE ? s_post_copy_tex
: from == PFX_IN_SOURCE_DOWN ? st->dtex[i]
: from == PFX_IN_MASK ? s_mask_tex : st->tex[from];
: from == PFX_IN_MASK ? s_mask_tex
: from == PFX_IN_DEPTH ? s_depth_tex
: from == PFX_IN_HISTORY ? st->htex[i] : st->tex[from];
p_glActiveTexture(PSXGL_TEXTURE0 + (GLenum)k);
glBindTexture(GL_TEXTURE_2D, t);
p_glUniform1i(L->in[k], k);
@@ -390,15 +539,30 @@ static int pfx_stage_run(PfxStage *st, int generated, int lx, int ly, int lw, in
p_glUniform2f(L->fixed[PFX_LOC_RCP], 1.0f / (float)w, 1.0f / (float)h);
p_glUniform2f(L->fixed[PFX_LOC_SIZE], (float)w, (float)h);
p_glUniform2i(L->fixed[PFX_LOC_ORG], last ? lx : 0, last ? ly : 0);
if (!s_pfx_t0) s_pfx_t0 = SDL_GetPerformanceCounter();
if (L->proj >= 0) {
/* u_proj: x/z = (uv.x - y) * w * x, y/z = (uv.y - z) * x for a view-space
* point at depth sz (240-line reference, same scale on both axes). */
const float aspect = (float)lw / (float)(lh > 0 ? lh : 1);
const float H = g_gte_last_h > 0 ? (float)g_gte_last_h : 256.0f;
const float ofx = (float)g_gte_last_ofx / 65536.0f, ofy = (float)g_gte_last_ofy / 65536.0f;
p_glUniform4f(L->proj, 240.0f / H, 0.5f + (ofx - 160.0f) / (240.0f * aspect),
1.0f - (ofy > 0.0f ? ofy : 120.0f) / 240.0f, aspect);
}
if (L->time >= 0)
p_glUniform1f(L->time, (float)((double)(SDL_GetPerformanceCounter() - s_pfx_t0) /
(double)SDL_GetPerformanceFrequency()));
for (int k = 0; k < ps->nuniforms; k++) {
const PfxUniform *u = &ps->u[k];
const GLint loc = L->u[k];
if (loc < 0) continue;
float live[4];
const float *v = pfx_live_get(u->name, live) ? live : u->v;
switch (u->count) {
case 1: p_glUniform1f(loc, u->v[0]); break;
case 2: p_glUniform2f(loc, u->v[0], u->v[1]); break;
case 3: p_glUniform3f(loc, u->v[0], u->v[1], u->v[2]); break;
default: p_glUniform4f(loc, u->v[0], u->v[1], u->v[2], u->v[3]); break;
case 1: p_glUniform1f(loc, v[0]); break;
case 2: p_glUniform2f(loc, v[0], v[1]); break;
case 3: p_glUniform3f(loc, v[0], v[1], v[2]); break;
default: p_glUniform4f(loc, v[0], v[1], v[2], v[3]); break;
}
}
if (ps->blend == PFX_BLEND_SCREEN) {
@@ -408,6 +572,17 @@ static int pfx_stage_run(PfxStage *st, int generated, int lx, int ly, int lw, in
}
post_fullscreen(prog, L->fixed[PFX_LOC_UV]);
if (ps->blend != PFX_BLEND_REPLACE) glDisable(GL_BLEND);
if (!last && !generated && st->hist[i]) {
/* This pass's target becomes its `history` for the next real frame. */
if (st->hw[i] != w || st->hh[i] != h) {
pfx_tex_alloc(&st->htex[i], w, h, ps->format, ps->nearest);
pfx_fbo_attach(&st->hfbo[i], st->htex[i]);
st->hw[i] = w; st->hh[i] = h;
}
p_glBindFramebuffer(PSXGL_READ_FRAMEBUFFER, st->fbo[i]);
p_glBindFramebuffer(PSXGL_DRAW_FRAMEBUFFER, st->hfbo[i]);
p_glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
for (int k = PFX_MAX_INPUTS - 1; k >= 0; k--) {
p_glActiveTexture(PSXGL_TEXTURE0 + (GLenum)k);
@@ -453,7 +628,7 @@ static void postfx_present(int fresh, int with_aa, int lx, int ly, int lw, int l
PfxGlState saved;
pfx_state_save(&saved);
glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_STENCIL_TEST);
int mask_done = 0, mask_ok = 0;
int mask_done = 0, mask_ok = 0, depth_done = 0, depth_ok = 0;
for (int i = 0; i < PFX_NSTAGES; i++) {
if (!pfx_stage_on(i)) continue;
if ((i == PFX_STAGE_AA || i == PFX_STAGE_HQ) && !with_aa) continue;
@@ -463,6 +638,10 @@ static void postfx_present(int fresh, int with_aa, int lx, int ly, int lw, int l
if (!mask_done) { mask_ok = pfx_mask_build(src_fresh, lw, lh); mask_done = 1; }
if (!mask_ok) continue; /* no marks yet */
}
if (st->chain.uses_depth) {
if (!depth_done) { depth_ok = pfx_depth_build(src_fresh, lw, lh); depth_done = 1; }
if (!depth_ok) continue; /* no depth yet */
}
if (i == PFX_STAGE_BLOOM) {
const float k = s_bloom;
pfx_chain_set_uniform(&st->chain, "u_strength", 1, &k);
@@ -515,6 +694,12 @@ static void postfx_release(void) {
}
s_mask_tex = s_mask_fbo = s_mask_prog = s_mask_map_prog = 0;
memset(s_smask, 0, sizeof s_smask);
s_depth_tex = s_depth_fbo = s_depth_map_prog = 0; s_depth_w = s_depth_h = 0; s_depth_ok = 0;
memset(s_sdepth, 0, sizeof s_sdepth);
for (int i = 0; i < PFX_NSTAGES; i++)
for (int k = 0; k < PFX_MAX_PASSES; k++) {
s_pfx[i].htex[k] = s_pfx[i].hfbo[k] = 0; s_pfx[i].hw[k] = s_pfx[i].hh[k] = 0;
}
s_mask_w = s_mask_h = 0; s_mask_ok = 0; s_mask_src_valid = 0;
}
@@ -538,6 +723,23 @@ void gl_renderer_set_post_shader(const char *path) {
}
pfx_mask_wanted_update();
}
/* Debug: the user chain's last load outcome and the live uniforms, as JSON members. */
int gl_renderer_post_shader_debug(char *out, int cap) {
char chemin[sizeof s_pfx_user_path];
snprintf(chemin, sizeof chemin, "%s", s_pfx_user_path);
for (char *q = chemin; *q; q++) if (*q == 92 || *q == 34) *q = '/'; /* JSON-safe */
int k = snprintf(out, (size_t)cap, "\"path\":\"%s\",\"status\":\"%s\",\"uniforms\":{",
chemin, s_pfx_user_status);
SDL_LockSpinlock(&s_pfx_live_lock);
for (int i = 0; i < s_pfx_nlive && k < cap - 96; i++)
k += snprintf(out + k, (size_t)(cap - k), "%s\"%s\":[%.4f,%.4f,%.4f,%.4f]", i ? "," : "",
s_pfx_live[i].name, s_pfx_live[i].v[0], s_pfx_live[i].v[1], s_pfx_live[i].v[2],
s_pfx_live[i].v[3]);
SDL_UnlockSpinlock(&s_pfx_live_lock);
if (k < cap - 2) k += snprintf(out + k, (size_t)(cap - k), "}");
return k;
}
int gl_renderer_post_shader_loaded(void) {
GL_RT_SYNC("post_shader");
return s_pfx[PFX_STAGE_USER].loaded && !s_pfx[PFX_STAGE_USER].failed;
+5
View File
@@ -19,6 +19,8 @@ extern "C" int gpu_ws_precise_nclip_enabled(void);
* plus native replay of one candidate) is running. */
extern "C" int psx_overlay_shadow_diff_active(void);
extern "C" uint64_t s_frame_count; /* debug_server.c */
/* Latest projection (H, OFX, OFY in 16.16), read by the post-effect executor. */
extern "C" { volatile int32_t g_gte_last_h = 0, g_gte_last_ofx = 0, g_gte_last_ofy = 0; }
extern "C" uint32_t g_debug_last_store_pc; /* debug_server.c */
extern "C" { int (*g_psx_projection_command)(CPUState*, uint32_t) = nullptr; }
@@ -1190,6 +1192,9 @@ void gte_rtps_internal(GTEState* gte, int16_t* V, bool setMac0, uint32_t instr)
}
}
dome_probe_note(gte->SZ[3]); /* locate the dome draw fn (far-vertex tally) */
if (!s_gte_replay_sandbox) { /* projection of the latest 3D draw, for post effects (u_proj) */
g_gte_last_h = gte->H; g_gte_last_ofx = gte->OFX; g_gte_last_ofy = gte->OFY;
}
int64_t sx16 = gte->OFX + xterm;
int64_t sy16 = gte->OFY + (int64_t)gte->IR2 * h_div_sz;
/* Render-view projection override (psx_mod_render_view, projection=1).
+3 -1
View File
@@ -238,13 +238,15 @@ int pfx_chain_parse(const char *text, const char *name, PfxShaderLoader load, vo
if (!strcmp(f, "source")) from = PFX_IN_SOURCE;
else if (!strcmp(f, "source_down")) from = PFX_IN_SOURCE_DOWN;
else if (!strcmp(f, "mask")) { from = PFX_IN_MASK; out->uses_mask = 1; }
else if (!strcmp(f, "depth")) { from = PFX_IN_DEPTH; out->uses_depth = 1; }
else if (!strcmp(f, "history")) from = PFX_IN_HISTORY;
else if (!strcmp(f, "previous")) {
if (self == 0) { pfx_chain_free(out); return pfx_fail(err, errlen, line, "the first pass has no previous"); }
from = self - 1;
} else {
from = -100;
for (int i = 0; i < self; i++) if (!strcmp(out->pass[i].name, f)) from = i;
if (from == -100) { pfx_chain_free(out); return pfx_fail(err, errlen, line, "unknown input '%s' (source, mask, previous or an earlier pass)", f); }
if (from == -100) { pfx_chain_free(out); return pfx_fail(err, errlen, line, "unknown input '%s' (source, mask, depth, history, previous or an earlier pass)", f); }
}
snprintf(cur->in[cur->ninputs].sampler, PFX_NAME, "%s", s);
cur->in[cur->ninputs++].from = from;