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3 Commits

Author SHA1 Message Date
Shokunin 8dbe2165ff bloom: cost of real and generated frames
Smooth motion lost most of its generated frames with bloom on (R4 race,
120 Hz: ~30% of bloom-off). Measured and fixed in order of cost:

- Depth-stencil blits (CPU milliseconds each on macOS) are gone:
  generation surfaces no longer copy the marks and are not marked while
  drawn (generated frames reuse the newer real frame's mask); the
  native-wide centre copy is colour only again and the mask takes the
  centre's marks from the hr surface; the mask itself is resolved in the
  presented surface's own pixels through an R8 target that shares the
  surface's depth-stencil renderbuffer, then mapped to the window.
- Marking needs one pass per batch, not two: 3D batches only set, 2D
  opaque ones only clear, semi-transparent ones only set; only batches of
  unknown make (queued replays, lines) still do both.
- No full-size copy of the image: `source_down` (a blit straight to the
  pass's size) feeds the bright pass, and the composite screen-blends onto
  the window (`blend screen`; unlit pixels are discarded, so they keep their
  exact value). The debug split/bloom-only views go with the copy.

M4, R4 race, render thread + reprojection, PSX_FRAME_GEN_FORCE, a host
loaded by other work (absolute rates low): bloom pass on real / generated
frames 1.2 / 0.7 ms at 1080p, 1.3 / 0.9 ms at 1440p, 2.6 / 1.6 ms at 4K
(glFinish-bracketed); generated frames with bloom 79-80% of bloom-off at
all three (was ~30%). A 1/8-resolution blur chain was tried and kept no
more frames, so the 1/4 chain (the look) stays.

Tests: parser (blend, source_down, bloom preset reads no full copy), GL
fixture (source_down + blend screen chain exact; HUD and mask checks
unchanged), FXAA unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:03:35 -07:00
Shokunin 18e10693c4 post effects: MinGW build fix, generated frames reuse bloom's glow, no glGet in marking
- config: [video] post_shader is a std::filesystem::path (like memcard_dir);
  the frontend turns it into UTF-8 bytes for the GL API. Assigning the path
  to a std::string did not compile on MinGW.
- .pfx `generated reuse`: a Smooth motion generated frame keeps that pass's
  target from the last real frame. The bloom preset marks its bright and
  blur passes so; generated frames run only the masked composite (over their
  own picture and mask). bloom debug reports real/generated pass times and
  reused passes.
- Mask marking no longer queries GL state per batch: each call site puts
  back the blend and mask-bit stencil it set (no driver round trips on the
  render thread).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Shokunin 74dadc6004 GL: one post-effect pipeline; bloom and FXAA as built-in chains, user chains via [video] post_shader
Post effects now run as chains of full-screen fragment passes on one
executor (gl_postfx.inc), as asked in review. A chain is a small .pfx preset
(postfx_chain.c, GL-free): passes with a shader (a file next to the preset or
builtin:<name>), inputs (source, the optional primitive-derived mask,
previous or a named earlier pass), a scale, format, filter and uniforms.
The executor owns target allocation and lifetime, program build/cache,
uniform binding (u_rcp, u_size, u_org) and GL state save/restore.

Stages, in order, each from a fresh copy of the image: the built-in "bloom"
chain ([video] bloom), a user chain ([video] post_shader / PSX_POST_SHADER,
elective, off by default), and the built-in "fxaa"/"fxaa_hq" chain
([video] antialiasing_mode). FXAA folds in as a one-pass chain and its
output is byte-identical to the former fixed pass; it still runs on real
frames only. Generated (Smooth motion) frames run bloom and the user chain.

The "may glow" mask is an optional pipeline input: draws keep stencil bit 1
only while an active chain reads `mask`, and the window-sized mask texture is
built once per present for the chains that use it.

Tests: postfx_chain_test (format, built-ins, errors, file import, no GL);
gl_bloom_test gains an imported two-pass chain (byte-exact invert), the mask
input (HUD unlit, 3D lit), a bad preset, a pass that does not compile, and GL
state restored with bloom + a mask chain + FXAA on, all on the caller thread
and the render thread. docs/POST_EFFECTS.md documents the format.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00