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synced 2024-12-26 21:18:31 +00:00
Negative noise dither option. (#81)
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d884392b71
commit
85df6cf053
@ -446,6 +446,7 @@ build_compute_shader(rt64 "src/shaders/IdleCS.hlsl")
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build_compute_shader(rt64 "src/shaders/LuminanceHistogramCS.hlsl")
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build_pixel_shader( rt64 "src/shaders/PostBlendDitherNoisePS.hlsl" "src/shaders/PostBlendDitherNoiseAddPS.hlsl" "-D ADD_MODE")
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build_pixel_shader( rt64 "src/shaders/PostBlendDitherNoisePS.hlsl" "src/shaders/PostBlendDitherNoiseSubPS.hlsl" "-D SUB_MODE")
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build_pixel_shader( rt64 "src/shaders/PostBlendDitherNoisePS.hlsl" "src/shaders/PostBlendDitherNoiseSubNegativePS.hlsl" "-D SUB_MODE" "-D NEGATIVE_MODE")
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build_compute_shader(rt64 "src/shaders/RSPModifyCS.hlsl")
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build_compute_shader(rt64 "src/shaders/RSPProcessCS.hlsl")
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build_compute_shader(rt64 "src/shaders/RSPWorldCS.hlsl")
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@ -9,6 +9,7 @@ namespace RT64 {
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EmulatorConfiguration::EmulatorConfiguration() {
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dither.postBlendNoise = true;
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dither.postBlendNoiseNegative = false;
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framebuffer.renderToRAM = true;
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framebuffer.copyWithGPU = true;
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}
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@ -10,6 +10,7 @@ namespace RT64 {
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struct EmulatorConfiguration {
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struct Dither {
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bool postBlendNoise;
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bool postBlendNoiseNegative;
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};
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struct Framebuffer {
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@ -1217,6 +1217,7 @@ namespace RT64 {
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drawParams.ubershadersOnly = false;
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drawParams.fixRectLR = false;
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drawParams.postBlendNoise = ext.emulatorConfig->dither.postBlendNoise;
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drawParams.postBlendNoiseNegative = ext.emulatorConfig->dither.postBlendNoiseNegative;
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drawParams.maxGameCall = UINT_MAX;
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framebufferRenderer->addFramebuffer(drawParams);
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}
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@ -2090,6 +2091,7 @@ namespace RT64 {
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ImGui::Text("Dither");
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ImGui::Indent();
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emulatorConfigChanged = ImGui::Checkbox("Post Blend Noise", &emulatorConfig.dither.postBlendNoise) || emulatorConfigChanged;
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emulatorConfigChanged = ImGui::Checkbox("Post Blend Noise Negative", &emulatorConfig.dither.postBlendNoiseNegative) || emulatorConfigChanged;
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ImGui::Unindent();
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ImGui::Text("Framebuffer");
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ImGui::Indent();
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@ -248,6 +248,7 @@ namespace RT64 {
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workloadConfig.fixRectLR = ext.sharedResources->enhancementConfig.rect.fixRectLR;
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workloadConfig.postBlendNoise = ext.sharedResources->emulatorConfig.dither.postBlendNoise;
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workloadConfig.postBlendNoiseNegative = ext.sharedResources->emulatorConfig.dither.postBlendNoiseNegative;
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if (ext.sharedResources->fbConfigChanged || sizeChanged) {
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{
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@ -588,6 +589,7 @@ namespace RT64 {
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drawParams.ubershadersOnly = ubershadersOnly;
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drawParams.fixRectLR = workloadConfig.fixRectLR;
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drawParams.postBlendNoise = workloadConfig.postBlendNoise;
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drawParams.postBlendNoiseNegative = workloadConfig.postBlendNoiseNegative;
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drawParams.maxGameCall = std::min(gameCallCountMax - gameCallCursor, fbPair.gameCallCount);
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framebufferRenderer->addFramebuffer(drawParams);
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}
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@ -57,6 +57,7 @@ namespace RT64 {
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uint32_t targetRate = 0;
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bool fixRectLR = false;
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bool postBlendNoise = false;
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bool postBlendNoiseNegative = false;
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};
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External ext;
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@ -580,10 +580,18 @@ namespace RT64 {
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worker->commandList->setGraphicsPushConstants(0, &rasterParams);
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drawCallTriangles(drawCall);
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// Simulate dither noise.
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if (triangles.postBlendDitherNoise) {
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if (triangles.postBlendDitherNoiseNegative) {
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worker->commandList->setPipeline(postBlendDitherNoiseSubNegativePipeline);
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}
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else {
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worker->commandList->setPipeline(postBlendDitherNoiseAddPipeline);
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drawCallTriangles(drawCall);
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worker->commandList->setPipeline(postBlendDitherNoiseSubPipeline);
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}
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drawCallTriangles(drawCall);
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previousPipeline = nullptr;
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}
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@ -1313,12 +1321,15 @@ namespace RT64 {
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framebuffer.descDummyFbSet->setTexture(framebuffer.descDummyFbSet->gBackgroundColor, p.fbStorage->colorTarget->getResolvedTexture(), RenderTextureLayout::SHADER_READ, p.fbStorage->colorTarget->getResolvedTextureView());
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framebuffer.descDummyFbSet->setTexture(framebuffer.descDummyFbSet->gBackgroundDepth, dummyDepthTarget.get(), RenderTextureLayout::DEPTH_READ, dummyDepthTargetView.get());
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// Make a new render target draw call.
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RenderTargetDrawCall &targetDrawCall = framebuffer.renderTargetDrawCall;
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// Store ubershader and other effect pipelines.
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const RasterShaderUber *rasterShaderUber = p.rasterShaderCache->getGPUShaderUber();
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rendererPipelineLayout = rasterShaderUber->pipelineLayout.get();
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postBlendDitherNoiseAddPipeline = rasterShaderUber->postBlendDitherNoiseAddPipeline.get();
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postBlendDitherNoiseSubPipeline = rasterShaderUber->postBlendDitherNoiseSubPipeline.get();
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postBlendDitherNoiseSubNegativePipeline = rasterShaderUber->postBlendDitherNoiseSubNegativePipeline.get();
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// Make a new render target draw call.
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RenderTargetDrawCall &targetDrawCall = framebuffer.renderTargetDrawCall;
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const DrawData &drawData = p.curWorkload->drawData;
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const DrawBuffers &drawBuffers = p.curWorkload->drawBuffers;
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const OutputBuffers &outputBuffers = p.curWorkload->outputBuffers;
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@ -1609,6 +1620,7 @@ namespace RT64 {
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// Indicate if post blend dither noise should be applied.
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bool rgbDitherNoise = (call.shaderDesc.otherMode.rgbDither() == G_CD_NOISE);
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triangles.postBlendDitherNoise = rgbDitherNoise && !call.shaderDesc.otherMode.zCmp() && !call.shaderDesc.otherMode.zUpd();
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triangles.postBlendDitherNoiseNegative = p.postBlendNoiseNegative;
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}
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break;
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@ -6,6 +6,7 @@
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#include <stdint.h>
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#include "common/rt64_emulator_configuration.h"
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#include "common/rt64_user_configuration.h"
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#include "hle/rt64_framebuffer_manager.h"
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#include "hle/rt64_workload.h"
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@ -85,6 +86,7 @@ namespace RT64 {
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RenderPipelineLayout *rendererPipelineLayout = nullptr;
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RenderPipeline *postBlendDitherNoiseAddPipeline = nullptr;
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RenderPipeline *postBlendDitherNoiseSubPipeline = nullptr;
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RenderPipeline *postBlendDitherNoiseSubNegativePipeline = nullptr;
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std::unique_ptr<FramebufferRendererDescriptorCommonSet> descCommonSet;
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std::unique_ptr<FramebufferRendererDescriptorTextureSet> descTextureSet;
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std::unique_ptr<RenderTexture> dummyDepthTarget;
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@ -140,6 +142,7 @@ namespace RT64 {
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bool ubershadersOnly;
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bool fixRectLR;
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bool postBlendNoise;
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bool postBlendNoiseNegative;
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uint32_t maxGameCall;
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};
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@ -37,8 +37,9 @@ namespace RT64 {
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RenderViewport viewport;
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uint32_t indexStart;
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uint32_t faceCount;
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bool vertexTestZ;
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bool postBlendDitherNoise;
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bool vertexTestZ : 1;
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bool postBlendDitherNoise : 1;
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bool postBlendDitherNoiseNegative : 1;
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} triangles;
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struct {
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@ -20,6 +20,7 @@
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#include "shaders/RasterVSSpecConstantFlat.hlsl.spirv.h"
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#include "shaders/PostBlendDitherNoiseAddPS.hlsl.spirv.h"
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#include "shaders/PostBlendDitherNoiseSubPS.hlsl.spirv.h"
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#include "shaders/PostBlendDitherNoiseSubNegativePS.hlsl.spirv.h"
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#ifdef _WIN32
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# include "shaders/RasterPSLibrary.hlsl.dxil.h"
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# include "shaders/RasterPSLibraryMS.hlsl.dxil.h"
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@ -29,6 +30,7 @@
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# include "shaders/RasterVSDynamic.hlsl.dxil.h"
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# include "shaders/PostBlendDitherNoiseAddPS.hlsl.dxil.h"
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# include "shaders/PostBlendDitherNoiseSubPS.hlsl.dxil.h"
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# include "shaders/PostBlendDitherNoiseSubNegativePS.hlsl.dxil.h"
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#endif
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#include "shared/rt64_raster_params.h"
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@ -463,16 +465,19 @@ namespace RT64 {
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// Create the pipelines for post blend operations.
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std::unique_ptr<RenderShader> postBlendAddPixelShader;
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std::unique_ptr<RenderShader> postBlendSubPixelShader;
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std::unique_ptr<RenderShader> postBlendSubNegativePixelShader;
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switch (shaderFormat) {
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# ifdef _WIN32
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case RenderShaderFormat::DXIL:
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postBlendAddPixelShader = device->createShader(PostBlendDitherNoiseAddPSBlobDXIL, std::size(PostBlendDitherNoiseAddPSBlobDXIL), "PSMain", shaderFormat);
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postBlendSubPixelShader = device->createShader(PostBlendDitherNoiseSubPSBlobDXIL, std::size(PostBlendDitherNoiseSubPSBlobDXIL), "PSMain", shaderFormat);
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postBlendSubNegativePixelShader = device->createShader(PostBlendDitherNoiseSubNegativePSBlobDXIL, std::size(PostBlendDitherNoiseSubNegativePSBlobDXIL), "PSMain", shaderFormat);
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break;
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# endif
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case RenderShaderFormat::SPIRV:
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postBlendAddPixelShader = device->createShader(PostBlendDitherNoiseAddPSBlobSPIRV, std::size(PostBlendDitherNoiseAddPSBlobSPIRV), "PSMain", shaderFormat);
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postBlendSubPixelShader = device->createShader(PostBlendDitherNoiseSubPSBlobSPIRV, std::size(PostBlendDitherNoiseSubPSBlobSPIRV), "PSMain", shaderFormat);
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postBlendSubNegativePixelShader = device->createShader(PostBlendDitherNoiseSubNegativePSBlobSPIRV, std::size(PostBlendDitherNoiseSubNegativePSBlobSPIRV), "PSMain", shaderFormat);
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break;
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default:
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assert(false && "Unknown shader format.");
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@ -509,6 +514,9 @@ namespace RT64 {
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postBlendDesc.pixelShader = postBlendSubPixelShader.get();
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targetBlend.blendOp = RenderBlendOperation::REV_SUBTRACT;
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postBlendDitherNoiseSubPipeline = device->createGraphicsPipeline(postBlendDesc);
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postBlendDesc.pixelShader = postBlendSubNegativePixelShader.get();
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postBlendDitherNoiseSubNegativePipeline = device->createGraphicsPipeline(postBlendDesc);
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}
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RasterShaderUber::~RasterShaderUber() {
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@ -79,6 +79,7 @@ namespace RT64 {
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std::unique_ptr<RenderPipeline> pipelines[8];
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std::unique_ptr<RenderPipeline> postBlendDitherNoiseAddPipeline;
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std::unique_ptr<RenderPipeline> postBlendDitherNoiseSubPipeline;
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std::unique_ptr<RenderPipeline> postBlendDitherNoiseSubNegativePipeline;
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std::mutex firstPipelineMutex;
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std::condition_variable firstPipelineCondition;
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bool pipelinesCreated = false;
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@ -20,12 +20,18 @@ void PSMain(
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int2 pixelPosSeed = floor(vertexPosition.xy);
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uint randomSeed = initRand(FrParams.frameCount, gConstants.renderIndex * (pixelPosSeed.y * 65536 + pixelPosSeed.x), 16);
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const float Range = (7.0f * FrParams.ditherNoiseStrength) / 255.0f;
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const float HalfRange = Range / 2.0f;
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resultColor.r = nextRand(randomSeed) * Range - HalfRange;
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resultColor.g = nextRand(randomSeed) * Range - HalfRange;
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resultColor.b = nextRand(randomSeed) * Range - HalfRange;
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resultColor.r = nextRand(randomSeed) * Range;
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resultColor.g = nextRand(randomSeed) * Range;
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resultColor.b = nextRand(randomSeed) * Range;
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resultColor.a = 0.0f;
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#if defined(NEGATIVE_MODE)
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resultColor.rgb -= Range;
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#else
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const float HalfRange = Range / 2.0f;
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resultColor.rgb -= HalfRange;
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#endif
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#if defined(ADD_MODE)
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resultColor = max(resultColor, 0.0f);
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#elif defined(SUB_MODE)
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