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Postprocessing: User chain support #12924

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merged 2 commits into from
Sep 22, 2020
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iota97
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@iota97 iota97 commented May 18, 2020

Allow user to set up chain of effect:

TODO:

  • Handle Windows/Qt menu (just changed the name in the windows file without even testing, I will need to get a build environment for that too I guess).

  • Shader that have require60fps, that check should be changed to check all the chain if at least one have it.

Screenshot_2020-05-18_11-16-27
Screenshot_2020-05-18_11-16-12

@iota97
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iota97 commented May 18, 2020

Used configurable chain will need a cap to SSAA as stacking SSAA (Gauss) might get out of hand really quickly.

@iota97
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iota97 commented May 20, 2020

Mhhh, it seem to segfault on linux like this, guess it's not thread safe.

Need to trigger RecreateViews to update the menu if the user change shader from the drop down menu while in the other menu, any better idea on how to handle it?

@iota97 iota97 changed the title [WiP] User chain support User chain support May 24, 2020
@hrydgard hrydgard added this to the v1.11.0 milestone Jun 13, 2020
@iota97 iota97 force-pushed the user-chain branch 2 times, most recently from 8dd166c to f7a0933 Compare June 14, 2020 00:36
@hrydgard hrydgard changed the title User chain support Postprocessing: User chain support Sep 13, 2020
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Sorry for the delay on this, it'll need a rebase due to some minor conflicts, but should be easy to fix up. I've changed my mind a little bit, I like this enough now to merge this :)

@hrydgard hrydgard added the User Interface PPSSPP's own user interface / UX label Sep 13, 2020
@Lemoncak3
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So it's already merged to the build yet or still need some more enhancement? Will be waiting for this update :)

@hrydgard
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Not merged yet. @iota97 will need to update this a little bit. Or I can take care of it?

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iota97 commented Sep 13, 2020

I'll probabbly manage to take care of it this evening :)

--Edit--

Ok, done.

I'll put here a shader that can be used as last shader on the list to get a split preview like in @LunaMoo 's custom shader if someone need it:

// Split preview

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

uniform sampler2D sampler0;
uniform sampler2D sampler1;
varying vec2 v_texcoord0;

void main() {
  if (v_texcoord0.x < 0.5)
    gl_FragColor = texture2D(sampler0, v_texcoord0.xy);
  else 
    gl_FragColor = texture2D(sampler1, v_texcoord0.xy);
}

@hrydgard
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Thanks, I'll take a quick look again a bit later before I merge.

(The build error seems to be something temporary, so not an issue).

@Lemoncak3
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Okay will wait for this. Thanks

Core/HLE/sceDisplay.cpp Outdated Show resolved Hide resolved
@iota97
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iota97 commented Sep 15, 2020

@Lemoncak3 if you want until this get merged and the build bot build the apk you can download this version from here.

@Lemoncak3
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Lemoncak3 commented Sep 17, 2020

Sorry to ask again, just want to know when this is going to be implemented? Not urgent but want to try this feature because some of shader have it's own plus and minus.

@ghost
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ghost commented Sep 22, 2020

Sorry to ask again, just want to know when this is going to be implemented? Not urgent but want to try this feature because some of shader have it's own plus and minus.

@Lemoncak3 if you want until this get merged and the build bot build the apk you can download this version from here.

@hrydgard
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Caching the 60fps requirement as a hidden setting is maybe a little odd but okay for now. I'm gonna merge.

@hrydgard hrydgard merged commit 4ccde48 into hrydgard:master Sep 22, 2020
@iota97 iota97 deleted the user-chain branch September 23, 2020 16:00
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3 participants