Fix gamma slider via pixel shader #178 (#481)

* Fix gamma slider via pixel shader #178

* LCE-like gamma using postprocess shader
This commit is contained in:
ModMaker101
2026-03-05 14:41:17 -05:00
committed by GitHub
parent 55231bb8d3
commit cbcf3de358
8 changed files with 800 additions and 109 deletions

View File

@@ -0,0 +1,451 @@
#include "stdafx.h"
#include "..\Common\PostProcesser.h"
#include <d3dcompiler.h>
#include <vector>
#pragma comment(lib, "d3dcompiler.lib")
extern ID3D11Device* g_pd3dDevice;
extern ID3D11DeviceContext* g_pImmediateContext;
extern IDXGISwapChain* g_pSwapChain;
extern ID3D11RenderTargetView* g_pRenderTargetView;
const char* PostProcesser::g_gammaVSCode =
"void main(uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD0)\n"
"{\n"
" uv = float2((id << 1) & 2, id & 2);\n"
" pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);\n"
"}\n";
const char* PostProcesser::g_gammaPSCode =
"cbuffer GammaCB : register(b0)\n"
"{\n"
" float gamma;\n"
" float3 pad;\n"
"};\n"
"Texture2D sceneTex : register(t0);\n"
"SamplerState sceneSampler : register(s0);\n"
"float4 main(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target\n"
"{\n"
" float4 color = sceneTex.Sample(sceneSampler, uv);\n"
" color.rgb = pow(max(color.rgb, 0.0), 1.0 / gamma);\n"
" return color;\n"
"}\n";
PostProcesser::PostProcesser() = default;
PostProcesser::~PostProcesser()
{
Cleanup();
}
bool PostProcesser::IsRunningUnderWine()
{
const HMODULE ntdll = GetModuleHandleA("ntdll.dll");
if (ntdll)
{
if (GetProcAddress(ntdll, "wine_get_version"))
return true;
}
return false;
}
void PostProcesser::SetGamma(float gamma)
{
m_gamma = gamma;
}
void PostProcesser::Init()
{
if (!g_pd3dDevice || !g_pSwapChain)
return;
if (m_initialized)
return;
m_wineMode = IsRunningUnderWine();
HRESULT hr;
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&pBackBuffer));
if (FAILED(hr))
return;
D3D11_TEXTURE2D_DESC bbDesc;
pBackBuffer->GetDesc(&bbDesc);
pBackBuffer->Release();
DXGI_FORMAT texFormat = bbDesc.Format;
if (m_wineMode)
{
texFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
}
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = bbDesc.Width;
texDesc.Height = bbDesc.Height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = texFormat;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
hr = g_pd3dDevice->CreateTexture2D(&texDesc, nullptr, &m_pGammaOffscreenTex);
if (FAILED(hr))
return;
hr = g_pd3dDevice->CreateShaderResourceView(m_pGammaOffscreenTex, nullptr, &m_pGammaOffscreenSRV);
if (FAILED(hr))
return;
hr = g_pd3dDevice->CreateRenderTargetView(m_pGammaOffscreenTex, nullptr, &m_pGammaOffscreenRTV);
if (FAILED(hr))
return;
ID3DBlob* vsBlob = nullptr;
ID3DBlob* errBlob = nullptr;
UINT compileFlags = D3DCOMPILE_ENABLE_STRICTNESS;
if (m_wineMode)
{
compileFlags |= D3DCOMPILE_AVOID_FLOW_CONTROL;
}
hr = D3DCompile(g_gammaVSCode, strlen(g_gammaVSCode), "GammaVS", nullptr, nullptr, "main", "vs_4_0", compileFlags, 0, &vsBlob, &errBlob);
if (FAILED(hr))
{
if (errBlob)
errBlob->Release();
return;
}
hr = g_pd3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &m_pGammaVS);
vsBlob->Release();
if (errBlob)
errBlob->Release();
if (FAILED(hr))
return;
errBlob = nullptr;
ID3DBlob* psBlob = nullptr;
hr = D3DCompile(g_gammaPSCode, strlen(g_gammaPSCode), "GammaPS", nullptr, nullptr, "main", "ps_4_0", compileFlags, 0, &psBlob, &errBlob);
if (FAILED(hr))
{
if (errBlob)
errBlob->Release();
return;
}
hr = g_pd3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &m_pGammaPS);
psBlob->Release();
if (errBlob)
errBlob->Release();
if (FAILED(hr))
return;
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.ByteWidth = sizeof(GammaCBData);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
GammaCBData initData = {1.0f, {0, 0, 0}};
D3D11_SUBRESOURCE_DATA srData;
srData.pSysMem = &initData;
srData.SysMemPitch = 0;
srData.SysMemSlicePitch = 0;
hr = g_pd3dDevice->CreateBuffer(&cbDesc, &srData, &m_pGammaCB);
if (FAILED(hr))
return;
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
hr = g_pd3dDevice->CreateSamplerState(&sampDesc, &m_pGammaSampler);
if (FAILED(hr))
return;
D3D11_RASTERIZER_DESC rasDesc;
ZeroMemory(&rasDesc, sizeof(rasDesc));
rasDesc.FillMode = D3D11_FILL_SOLID;
rasDesc.CullMode = D3D11_CULL_NONE;
rasDesc.DepthClipEnable = FALSE;
rasDesc.ScissorEnable = FALSE;
hr = g_pd3dDevice->CreateRasterizerState(&rasDesc, &m_pGammaRastState);
if (FAILED(hr))
return;
D3D11_DEPTH_STENCIL_DESC dsDesc;
ZeroMemory(&dsDesc, sizeof(dsDesc));
dsDesc.DepthEnable = FALSE;
dsDesc.StencilEnable = FALSE;
hr = g_pd3dDevice->CreateDepthStencilState(&dsDesc, &m_pGammaDepthState);
if (FAILED(hr))
return;
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(blendDesc));
blendDesc.RenderTarget[0].BlendEnable = FALSE;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = g_pd3dDevice->CreateBlendState(&blendDesc, &m_pGammaBlendState);
if (FAILED(hr))
return;
m_initialized = true;
}
void PostProcesser::Apply() const
{
if (!m_initialized)
return;
if (m_gamma > 0.99f && m_gamma < 1.01f)
return;
ID3D11DeviceContext *ctx = g_pImmediateContext;
ID3D11Texture2D *pBackBuffer = nullptr;
HRESULT hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID *>(&pBackBuffer));
if (FAILED(hr))
return;
ctx->CopyResource(m_pGammaOffscreenTex, pBackBuffer);
D3D11_MAPPED_SUBRESOURCE mapped;
const D3D11_MAP mapType = m_wineMode ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD;
hr = ctx->Map(m_pGammaCB, 0, mapType, 0, &mapped);
if (SUCCEEDED(hr))
{
GammaCBData *cb = static_cast<GammaCBData *>(mapped.pData);
cb->gamma = m_gamma;
ctx->Unmap(m_pGammaCB, 0);
}
ID3D11RenderTargetView* oldRTV = nullptr;
ID3D11DepthStencilView* oldDSV = nullptr;
ctx->OMGetRenderTargets(1, &oldRTV, &oldDSV);
UINT numViewports = 1;
D3D11_VIEWPORT oldViewport;
ctx->RSGetViewports(&numViewports, &oldViewport);
ID3D11RenderTargetView* bbRTV = g_pRenderTargetView;
ctx->OMSetRenderTargets(1, &bbRTV, nullptr);
D3D11_TEXTURE2D_DESC bbDesc;
pBackBuffer->GetDesc(&bbDesc);
pBackBuffer->Release();
D3D11_VIEWPORT vp;
if (m_useCustomViewport)
{
vp = m_customViewport;
}
else
{
vp.Width = static_cast<FLOAT>(bbDesc.Width);
vp.Height = static_cast<FLOAT>(bbDesc.Height);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
}
ctx->RSSetViewports(1, &vp);
ctx->IASetInputLayout(nullptr);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(m_pGammaVS, nullptr, 0);
ctx->PSSetShader(m_pGammaPS, nullptr, 0);
ctx->PSSetShaderResources(0, 1, &m_pGammaOffscreenSRV);
ctx->PSSetSamplers(0, 1, &m_pGammaSampler);
ctx->PSSetConstantBuffers(0, 1, &m_pGammaCB);
ctx->RSSetState(m_pGammaRastState);
ctx->OMSetDepthStencilState(m_pGammaDepthState, 0);
constexpr float blendFactor[4] = {0, 0, 0, 0};
ctx->OMSetBlendState(m_pGammaBlendState, blendFactor, 0xFFFFFFFF);
ctx->Draw(3, 0);
ID3D11ShaderResourceView* nullSrv = nullptr;
ctx->PSSetShaderResources(0, 1, &nullSrv);
ctx->OMSetRenderTargets(1, &oldRTV, oldDSV);
ctx->RSSetViewports(1, &oldViewport);
if (oldRTV)
oldRTV->Release();
if (oldDSV)
oldDSV->Release();
}
void PostProcesser::SetViewport(const D3D11_VIEWPORT& viewport)
{
m_customViewport = viewport;
m_useCustomViewport = true;
}
void PostProcesser::ResetViewport()
{
m_useCustomViewport = false;
}
void PostProcesser::CopyBackbuffer()
{
if (!m_initialized)
return;
ID3D11DeviceContext* ctx = g_pImmediateContext;
ID3D11Texture2D* pBackBuffer = nullptr;
HRESULT hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&pBackBuffer));
if (FAILED(hr))
return;
ctx->CopyResource(m_pGammaOffscreenTex, pBackBuffer);
pBackBuffer->Release();
}
void PostProcesser::ApplyFromCopied() const
{
if (!m_initialized)
return;
if (m_gamma > 0.99f && m_gamma < 1.01f)
return;
ID3D11DeviceContext* ctx = g_pImmediateContext;
D3D11_MAPPED_SUBRESOURCE mapped;
const D3D11_MAP mapType = m_wineMode ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD;
const HRESULT hr = ctx->Map(m_pGammaCB, 0, mapType, 0, &mapped);
if (SUCCEEDED(hr))
{
const auto cb = static_cast<GammaCBData*>(mapped.pData);
cb->gamma = m_gamma;
ctx->Unmap(m_pGammaCB, 0);
}
ID3D11RenderTargetView* oldRTV = nullptr;
ID3D11DepthStencilView* oldDSV = nullptr;
ctx->OMGetRenderTargets(1, &oldRTV, &oldDSV);
UINT numViewports = 1;
D3D11_VIEWPORT oldViewport;
ctx->RSGetViewports(&numViewports, &oldViewport);
ID3D11RenderTargetView* bbRTV = g_pRenderTargetView;
ctx->OMSetRenderTargets(1, &bbRTV, nullptr);
D3D11_VIEWPORT vp;
if (m_useCustomViewport)
{
vp = m_customViewport;
}
else
{
D3D11_TEXTURE2D_DESC texDesc;
m_pGammaOffscreenTex->GetDesc(&texDesc);
vp.Width = static_cast<FLOAT>(texDesc.Width);
vp.Height = static_cast<FLOAT>(texDesc.Height);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
}
ctx->RSSetViewports(1, &vp);
ctx->IASetInputLayout(nullptr);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(m_pGammaVS, nullptr, 0);
ctx->PSSetShader(m_pGammaPS, nullptr, 0);
ctx->PSSetShaderResources(0, 1, &m_pGammaOffscreenSRV);
ctx->PSSetSamplers(0, 1, &m_pGammaSampler);
ctx->PSSetConstantBuffers(0, 1, &m_pGammaCB);
ctx->RSSetState(m_pGammaRastState);
ctx->OMSetDepthStencilState(m_pGammaDepthState, 0);
constexpr float blendFactor[4] = {0, 0, 0, 0};
ctx->OMSetBlendState(m_pGammaBlendState, blendFactor, 0xFFFFFFFF);
ctx->Draw(3, 0);
ID3D11ShaderResourceView* nullSrv = nullptr;
ctx->PSSetShaderResources(0, 1, &nullSrv);
ctx->OMSetRenderTargets(1, &oldRTV, oldDSV);
ctx->RSSetViewports(1, &oldViewport);
if (oldRTV)
oldRTV->Release();
if (oldDSV)
oldDSV->Release();
}
void PostProcesser::Cleanup()
{
if (m_pGammaBlendState)
{
m_pGammaBlendState->Release();
m_pGammaBlendState = nullptr;
}
if (m_pGammaDepthState)
{
m_pGammaDepthState->Release();
m_pGammaDepthState = nullptr;
}
if (m_pGammaRastState)
{
m_pGammaRastState->Release();
m_pGammaRastState = nullptr;
}
if (m_pGammaSampler)
{
m_pGammaSampler->Release();
m_pGammaSampler = nullptr;
}
if (m_pGammaCB)
{
m_pGammaCB->Release();
m_pGammaCB = nullptr;
}
if (m_pGammaPS)
{
m_pGammaPS->Release();
m_pGammaPS = nullptr;
}
if (m_pGammaVS)
{
m_pGammaVS->Release();
m_pGammaVS = nullptr;
}
if (m_pGammaOffscreenRTV)
{
m_pGammaOffscreenRTV->Release();
m_pGammaOffscreenRTV = nullptr;
}
if (m_pGammaOffscreenSRV)
{
m_pGammaOffscreenSRV->Release();
m_pGammaOffscreenSRV = nullptr;
}
if (m_pGammaOffscreenTex)
{
m_pGammaOffscreenTex->Release();
m_pGammaOffscreenTex = nullptr;
}
m_initialized = false;
}