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runtime.cpp
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runtime.cpp
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/*
* Copyright (C) 2014 Patrick Mours. All rights reserved.
* License: https://github.com/crosire/reshade#license
*/
#include "dll_log.hpp"
#include "version.h"
#include "runtime.hpp"
#include "runtime_config.hpp"
#include "runtime_objects.hpp"
#include "effect_parser.hpp"
#include "effect_codegen.hpp"
#include "effect_preprocessor.hpp"
#include "input.hpp"
#include "input_freepie.hpp"
#include <thread>
#include <cassert>
#include <algorithm>
#include <stb_image.h>
#include <stb_image_dds.h>
#include <stb_image_write.h>
#include <stb_image_resize.h>
extern volatile long g_network_traffic;
extern std::filesystem::path g_reshade_dll_path;
extern std::filesystem::path g_target_executable_path;
bool resolve_path(std::filesystem::path &path)
{
std::error_code ec;
// First convert path to an absolute path
// Ignore the working directory and instead start relative paths at the DLL location
path = std::filesystem::absolute(g_reshade_dll_path.parent_path() / path, ec);
// Finally try to canonicalize the path too
if (auto canonical_path = std::filesystem::canonical(path, ec); !ec)
path = std::move(canonical_path);
return !ec; // The canonicalization step fails if the path does not exist
}
bool resolve_preset_path(std::filesystem::path &path)
{
// First make sure the extension matches, before diving into the file system
if (const std::filesystem::path ext = path.extension();
ext != L".ini" && ext != L".txt")
return false;
// A non-existent path is valid for a new preset
// Otherwise ensure the file has a technique list, which should make it a preset
return !resolve_path(path) || reshade::ini_file::load_cache(path).has({}, "Techniques");
}
static bool find_file(const std::vector<std::filesystem::path> &search_paths, std::filesystem::path &path)
{
std::error_code ec;
// Do not have to perform a search if the path is already absolute
if (path.is_absolute())
return std::filesystem::exists(path, ec);
for (std::filesystem::path search_path : search_paths)
// Append relative file path to absolute search path
if (search_path /= path; resolve_path(search_path))
return path = std::move(search_path), true;
return false;
}
static std::vector<std::filesystem::path> find_files(const std::vector<std::filesystem::path> &search_paths, std::initializer_list<std::filesystem::path> extensions)
{
std::error_code ec;
std::vector<std::filesystem::path> files;
for (std::filesystem::path search_path : search_paths)
if (resolve_path(search_path))
for (const std::filesystem::directory_entry &entry : std::filesystem::directory_iterator(search_path, std::filesystem::directory_options::skip_permission_denied, ec))
if (!entry.is_directory(ec) &&
std::find(extensions.begin(), extensions.end(), entry.path().extension()) != extensions.end())
files.emplace_back(entry); // Construct path from directory entry in-place
return files;
}
reshade::runtime::runtime() :
_start_time(std::chrono::high_resolution_clock::now()),
_last_present_time(std::chrono::high_resolution_clock::now()),
_last_frame_duration(std::chrono::milliseconds(1)),
_effect_search_paths({ L".\\" }),
_texture_search_paths({ L".\\" }),
_reload_key_data(),
_effects_key_data(),
_screenshot_key_data(),
_prev_preset_key_data(),
_next_preset_key_data(),
_configuration_path(g_reshade_config_path),
_screenshot_path(g_target_executable_path.parent_path())
{
_needs_update = check_for_update(_latest_version);
// Default shortcut PrtScrn
_screenshot_key_data[0] = 0x2C;
#if RESHADE_GUI
init_ui();
#endif
load_config();
}
reshade::runtime::~runtime()
{
assert(_worker_threads.empty());
assert(!_is_initialized && _techniques.empty());
#if RESHADE_GUI
deinit_ui();
#endif
}
bool reshade::runtime::on_init(input::window_handle window)
{
assert(!_is_initialized);
_input = input::register_window(window);
// Reset frame count to zero so effects are loaded in 'update_and_render_effects'
_framecount = 0;
_is_initialized = true;
_last_reload_time = std::chrono::high_resolution_clock::now();
_preset_save_success = true;
_screenshot_save_success = true;
LOG(INFO) << "Recreated runtime environment on runtime " << this << '.';
return true;
}
void reshade::runtime::on_reset()
{
if (_is_initialized)
// Update initialization state immediately, so that any effect loading still in progress can abort early
_is_initialized = false;
else
return; // Nothing to do if the runtime was already destroyed or not successfully initialized in the first place
unload_effects();
_width = _height = 0;
#if RESHADE_GUI
if (_imgui_font_atlas != nullptr)
destroy_texture(*_imgui_font_atlas);
_rebuild_font_atlas = true;
#endif
LOG(INFO) << "Destroyed runtime environment on runtime " << this << '.';
}
void reshade::runtime::on_present()
{
// Get current time and date
const std::time_t t = std::chrono::system_clock::to_time_t(std::chrono::system_clock::now());
tm tm; localtime_s(&tm, &t);
_date[0] = tm.tm_year + 1900;
_date[1] = tm.tm_mon + 1;
_date[2] = tm.tm_mday;
_date[3] = tm.tm_hour * 3600 + tm.tm_min * 60 + tm.tm_sec;
_framecount++;
const auto current_time = std::chrono::high_resolution_clock::now();
_last_frame_duration = current_time - _last_present_time;
_last_present_time = current_time;
#ifdef NDEBUG
// Lock input so it cannot be modified by other threads while we are reading it here
const auto input_lock = _input->lock();
#endif
#if RESHADE_GUI
// Draw overlay
draw_ui();
if (_should_save_screenshot && _screenshot_save_ui && _show_menu)
save_screenshot(L" ui");
#endif
// All screenshots were created at this point, so reset request
_should_save_screenshot = false;
// Handle keyboard shortcuts
if (!_ignore_shortcuts)
{
if (_input->is_key_pressed(_effects_key_data, _force_shortcut_modifiers))
_effects_enabled = !_effects_enabled;
if (_input->is_key_pressed(_screenshot_key_data, _force_shortcut_modifiers))
_should_save_screenshot = true; // Notify 'update_and_render_effects' that we want to save a screenshot next frame
// Do not allow the next shortcuts while effects are being loaded or compiled (since they affect that state)
if (!is_loading() && _reload_compile_queue.empty())
{
if (_input->is_key_pressed(_reload_key_data, _force_shortcut_modifiers))
load_effects();
if (const bool reversed = _input->is_key_pressed(_prev_preset_key_data, _force_shortcut_modifiers);
reversed || _input->is_key_pressed(_next_preset_key_data, _force_shortcut_modifiers))
{
// The preset shortcut key was pressed down, so start the transition
if (switch_to_next_preset(_current_preset_path.parent_path(), reversed))
{
_last_preset_switching_time = current_time;
_is_in_between_presets_transition = true;
save_config();
}
}
// Continuously update preset values while a transition is in progress
if (_is_in_between_presets_transition)
load_current_preset();
}
}
// Reset input status
_input->next_frame();
// Save modified INI files
if (!ini_file::flush_cache())
_preset_save_success = false;
// Detect high network traffic
static int cooldown = 0, traffic = 0;
if (cooldown-- > 0)
{
traffic += g_network_traffic > 0;
}
else
{
_has_high_network_activity = traffic > 10;
traffic = 0;
cooldown = 60;
}
// Reset frame statistics
g_network_traffic = 0;
_drawcalls = _vertices = 0;
}
bool reshade::runtime::load_effect(const std::filesystem::path &path, size_t index)
{
effect &effect = _effects[index]; // Safe to access this multi-threaded, since this is the only call working on this effect
effect.source_file = path;
effect.compile_sucess = true;
{ // Load, pre-process and compile the source file
reshadefx::preprocessor pp;
if (path.is_absolute())
pp.add_include_path(path.parent_path());
for (std::filesystem::path include_path : _effect_search_paths)
if (resolve_path(include_path))
pp.add_include_path(include_path);
pp.add_macro_definition("__RESHADE__", std::to_string(VERSION_MAJOR * 10000 + VERSION_MINOR * 100 + VERSION_REVISION));
pp.add_macro_definition("__RESHADE_PERFORMANCE_MODE__", _performance_mode ? "1" : "0");
pp.add_macro_definition("__VENDOR__", std::to_string(_vendor_id));
pp.add_macro_definition("__DEVICE__", std::to_string(_device_id));
pp.add_macro_definition("__RENDERER__", std::to_string(_renderer_id));
pp.add_macro_definition("__APPLICATION__", std::to_string( // Truncate hash to 32-bit, since lexer currently only supports 32-bit numbers anyway
std::hash<std::string>()(g_target_executable_path.stem().u8string()) & 0xFFFFFFFF));
pp.add_macro_definition("BUFFER_WIDTH", std::to_string(_width));
pp.add_macro_definition("BUFFER_HEIGHT", std::to_string(_height));
pp.add_macro_definition("BUFFER_RCP_WIDTH", "(1.0 / BUFFER_WIDTH)");
pp.add_macro_definition("BUFFER_RCP_HEIGHT", "(1.0 / BUFFER_HEIGHT)");
pp.add_macro_definition("BUFFER_COLOR_BIT_DEPTH", std::to_string(_color_bit_depth));
std::vector<std::string> preprocessor_definitions = _global_preprocessor_definitions;
preprocessor_definitions.insert(preprocessor_definitions.end(), _preset_preprocessor_definitions.begin(), _preset_preprocessor_definitions.end());
for (const auto &definition : preprocessor_definitions)
{
if (definition.empty())
continue; // Skip invalid definitions
const size_t equals_index = definition.find('=');
if (equals_index != std::string::npos)
pp.add_macro_definition(
definition.substr(0, equals_index),
definition.substr(equals_index + 1));
else
pp.add_macro_definition(definition);
}
// Add some conversion macros for compatibility with older versions of ReShade
pp.append_string(
"#define tex2Dgather(s, t, c) tex2Dgather##c(s, t)\n"
"#define tex2Dgather0 tex2DgatherR\n"
"#define tex2Dgather1 tex2DgatherG\n"
"#define tex2Dgather2 tex2DgatherB\n"
"#define tex2Dgather3 tex2DgatherA\n"
"#define tex2Dgatheroffset(s, t, o, c) tex2Dgather##c##offset(s, t, o)\n"
"#define tex2Dgather0offset tex2DgatherRoffset\n"
"#define tex2Dgather1offset tex2DgatherGoffset\n"
"#define tex2Dgather2offset tex2DgatherBoffset\n"
"#define tex2Dgather3offset tex2DgatherAoffset\n");
if (!pp.append_file(path))
effect.compile_sucess = false;
unsigned shader_model;
if (_renderer_id == 0x9000)
shader_model = 30; // D3D9
else if (_renderer_id < 0xa100)
shader_model = 40; // D3D10 (including feature level 9)
else if (_renderer_id < 0xb000)
shader_model = 41; // D3D10.1
else if (_renderer_id < 0xc000)
shader_model = 50; // D3D11
else
shader_model = 60; // D3D12
std::unique_ptr<reshadefx::codegen> codegen;
if ((_renderer_id & 0xF0000) == 0)
codegen.reset(reshadefx::create_codegen_hlsl(shader_model, !_no_debug_info, _performance_mode));
else if (_renderer_id < 0x20000)
codegen.reset(reshadefx::create_codegen_glsl(!_no_debug_info, _performance_mode));
else // Vulkan uses SPIR-V input
codegen.reset(reshadefx::create_codegen_spirv(true, !_no_debug_info, _performance_mode, true));
reshadefx::parser parser;
// Compile the pre-processed source code (try the compile even if the preprocessor step failed to get additional error information)
if (!parser.parse(std::move(pp.output()), codegen.get()) || !effect.compile_sucess)
{
LOG(ERROR) << "Failed to compile " << path << ":\n" << pp.errors() << parser.errors();
effect.compile_sucess = false;
}
// Append preprocessor and parser errors to the error list
effect.errors = std::move(pp.errors()) + std::move(parser.errors());
// Keep track of used preprocessor definitions (so they can be displayed in the GUI)
for (const auto &definition : pp.used_macro_definitions())
{
if (definition.first.size() <= 10 || definition.first[0] == '_' || !definition.first.compare(0, 8, "RESHADE_") || !definition.first.compare(0, 7, "BUFFER_"))
continue;
effect.definitions.push_back({ definition.first, trim(definition.second) });
}
// Keep track of included files
effect.included_files = pp.included_files();
std::sort(effect.included_files.begin(), effect.included_files.end()); // Sort file names alphabetically
// Write result to effect module
codegen->write_result(effect.module);
}
// Fill all specialization constants with values from the current preset
if (_performance_mode && !_current_preset_path.empty() && effect.compile_sucess)
{
const ini_file preset(_current_preset_path); // ini_file::load_cache is not thread-safe, so load from file here
const std::string section(path.filename().u8string());
for (reshadefx::uniform_info &constant : effect.module.spec_constants)
{
effect.preamble += "#define SPEC_CONSTANT_" + constant.name + ' ';
switch (constant.type.base)
{
case reshadefx::type::t_int:
preset.get(section, constant.name, constant.initializer_value.as_int);
break;
case reshadefx::type::t_bool:
case reshadefx::type::t_uint:
preset.get(section, constant.name, constant.initializer_value.as_uint);
break;
case reshadefx::type::t_float:
preset.get(section, constant.name, constant.initializer_value.as_float);
break;
}
// Check if this is a split specialization constant and move data accordingly
if (constant.type.is_scalar() && constant.offset != 0)
constant.initializer_value.as_uint[0] = constant.initializer_value.as_uint[constant.offset];
for (unsigned int i = 0; i < constant.type.components(); ++i)
{
switch (constant.type.base)
{
case reshadefx::type::t_bool:
effect.preamble += constant.initializer_value.as_uint[i] ? "true" : "false";
break;
case reshadefx::type::t_int:
effect.preamble += std::to_string(constant.initializer_value.as_int[i]);
break;
case reshadefx::type::t_uint:
effect.preamble += std::to_string(constant.initializer_value.as_uint[i]);
break;
case reshadefx::type::t_float:
effect.preamble += std::to_string(constant.initializer_value.as_float[i]);
break;
}
if (i + 1 < constant.type.components())
effect.preamble += ", ";
}
effect.preamble += '\n';
}
}
// Create space for all variables (aligned to 16 bytes)
effect.uniform_data_storage.resize((effect.module.total_uniform_size + 15) & ~15);
for (uniform var : effect.module.uniforms)
{
var.effect_index = index;
// Copy initial data into uniform storage area
reset_uniform_value(var);
const std::string_view special = var.annotation_as_string("source");
if (special.empty()) /* Ignore if annotation is missing */;
else if (special == "frametime")
var.special = special_uniform::frame_time;
else if (special == "framecount")
var.special = special_uniform::frame_count;
else if (special == "random")
var.special = special_uniform::random;
else if (special == "pingpong")
var.special = special_uniform::ping_pong;
else if (special == "date")
var.special = special_uniform::date;
else if (special == "timer")
var.special = special_uniform::timer;
else if (special == "key")
var.special = special_uniform::key;
else if (special == "mousepoint")
var.special = special_uniform::mouse_point;
else if (special == "mousedelta")
var.special = special_uniform::mouse_delta;
else if (special == "mousebutton")
var.special = special_uniform::mouse_button;
else if (special == "mousewheel")
var.special = special_uniform::mouse_wheel;
else if (special == "freepie")
var.special = special_uniform::freepie;
else if (special == "overlay_open")
var.special = special_uniform::overlay_open;
else if (special == "bufready_depth")
var.special = special_uniform::bufready_depth;
effect.uniforms.push_back(std::move(var));
}
std::vector<texture> new_textures;
new_textures.reserve(effect.module.textures.size());
std::vector<technique> new_techniques;
new_techniques.reserve(effect.module.techniques.size());
for (texture texture : effect.module.textures)
{
texture.effect_index = index;
{ const std::lock_guard<std::mutex> lock(_reload_mutex); // Protect access to global texture list
// Try to share textures with the same name across effects
if (const auto existing_texture = std::find_if(_textures.begin(), _textures.end(),
[&texture](const auto &item) { return item.unique_name == texture.unique_name; });
existing_texture != _textures.end())
{
// Cannot share texture if this is a normal one, but the existing one is a reference and vice versa
if (texture.semantic.empty() != (existing_texture->impl_reference == texture_reference::none))
{
effect.errors += "error: " + texture.unique_name + ": another effect (";
effect.errors += _effects[existing_texture->effect_index].source_file.filename().u8string();
effect.errors += ") already created a texture with the same name but different usage; rename the variable to fix this error\n";
effect.compile_sucess = false;
break;
}
else if (texture.semantic.empty() && !existing_texture->matches_description(texture))
{
effect.errors += "warning: " + texture.unique_name + ": another effect (";
effect.errors += _effects[existing_texture->effect_index].source_file.filename().u8string();
effect.errors += ") already created a texture with the same name but different dimensions; textures are shared across all effects, so either rename the variable or adjust the dimensions so they match\n";
}
if (_color_bit_depth != 8)
{
for (const auto &sampler_info : effect.module.samplers)
{
if (sampler_info.srgb && sampler_info.texture_name == texture.unique_name)
{
effect.errors += "error: " + sampler_info.unique_name + ": texture does not support sRGB sampling (back buffer format is not RGBA8)";
effect.compile_sucess = false;
}
}
}
existing_texture->shared = true;
// Always make shared textures render targets, since they may be used as such in a different effect
existing_texture->render_target = true;
existing_texture->storage_access = true;
continue;
}
}
if (texture.annotation_as_int("pooled"))
{
const std::lock_guard<std::mutex> lock(_reload_mutex);
// Try to find another pooled texture to share with
if (const auto existing_texture = std::find_if(_textures.begin(), _textures.end(),
[&texture](const auto &item) { return item.annotation_as_int("pooled") && item.matches_description(texture); });
existing_texture != _textures.end())
{
// Overwrite referenced texture in samplers with the pooled one
for (auto &sampler_info : effect.module.samplers)
if (sampler_info.texture_name == texture.unique_name)
sampler_info.texture_name = existing_texture->unique_name;
// Overwrite referenced texture in render targets with the pooled one
for (auto &technique_info : effect.module.techniques)
for (auto &pass_info : technique_info.passes)
std::replace(std::begin(pass_info.render_target_names), std::end(pass_info.render_target_names),
texture.unique_name, existing_texture->unique_name);
existing_texture->shared = true;
continue;
}
}
if (texture.semantic == "COLOR")
texture.impl_reference = texture_reference::back_buffer;
else if (texture.semantic == "DEPTH")
texture.impl_reference = texture_reference::depth_buffer;
else if (!texture.semantic.empty())
effect.errors += "warning: " + texture.unique_name + ": unknown semantic '" + texture.semantic + "'\n";
new_textures.push_back(std::move(texture));
}
for (technique technique : effect.module.techniques)
{
technique.effect_index = index;
technique.hidden = technique.annotation_as_int("hidden") != 0;
if (technique.annotation_as_int("enabled"))
enable_technique(technique);
new_techniques.push_back(std::move(technique));
}
if (effect.compile_sucess)
if (effect.errors.empty())
LOG(INFO) << "Successfully loaded " << path << '.';
else
LOG(WARN) << "Successfully loaded " << path << " with warnings:\n" << effect.errors;
{ const std::lock_guard<std::mutex> lock(_reload_mutex);
std::move(new_textures.begin(), new_textures.end(), std::back_inserter(_textures));
std::move(new_techniques.begin(), new_techniques.end(), std::back_inserter(_techniques));
_last_shader_reload_successful &= effect.compile_sucess;
_reload_remaining_effects--;
}
return effect.compile_sucess;
}
void reshade::runtime::load_effects()
{
// Clear out any previous effects
unload_effects();
#if RESHADE_GUI
_show_splash = true; // Always show splash bar when reloading everything
_reload_count++;
#endif
_last_shader_reload_successful = true;
// Reload preprocessor definitions from current preset before compiling
if (!_current_preset_path.empty())
{
_preset_preprocessor_definitions.clear();
const ini_file &preset = ini_file::load_cache(_current_preset_path);
preset.get({}, "PreprocessorDefinitions", _preset_preprocessor_definitions);
}
// Build a list of effect files by walking through the effect search paths
const std::vector<std::filesystem::path> effect_files =
find_files(_effect_search_paths, { L".fx" });
_reload_total_effects = effect_files.size();
_reload_remaining_effects = _reload_total_effects;
if (_reload_total_effects == 0)
return; // No effect files found, so nothing more to do
// Allocate space for effects which are placed in this array during the 'load_effect' call
_effects.resize(_reload_total_effects);
// Now that we have a list of files, load them in parallel
// Split workload into batches instead of launching a thread for every file to avoid launch overhead and stutters due to too many threads being in flight
const size_t num_splits = std::min<size_t>(effect_files.size(), std::max<size_t>(std::thread::hardware_concurrency(), 2u) - 1);
// Keep track of the spawned threads, so the runtime cannot be destroyed while they are still running
for (size_t n = 0; n < num_splits; ++n)
_worker_threads.emplace_back([this, effect_files, num_splits, n]() {
// Abort loading when initialization state changes (indicating that 'on_reset' was called in the meantime)
for (size_t i = 0; i < effect_files.size() && _is_initialized; ++i)
if (i * num_splits / effect_files.size() == n)
load_effect(effect_files[i], i);
});
}
void reshade::runtime::load_textures()
{
_last_texture_reload_successful = true;
LOG(INFO) << "Loading image files for textures ...";
for (texture &texture : _textures)
{
if (texture.impl == nullptr || texture.impl_reference != texture_reference::none)
continue; // Ignore textures that are not created yet and those that are handled in the runtime implementation
std::filesystem::path source_path = std::filesystem::u8path(
texture.annotation_as_string("source"));
// Ignore textures that have no image file attached to them (e.g. plain render targets)
if (source_path.empty())
continue;
// Search for image file using the provided search paths unless the path provided is already absolute
if (!find_file(_texture_search_paths, source_path))
{
LOG(ERROR) << "Source " << source_path << " for texture '" << texture.unique_name << "' could not be found in any of the texture search paths.";
_last_texture_reload_successful = false;
continue;
}
unsigned char *filedata = nullptr;
int width = 0, height = 0, channels = 0;
if (FILE *file; _wfopen_s(&file, source_path.c_str(), L"rb") == 0)
{
// Read texture data into memory in one go since that is faster than reading chunk by chunk
std::vector<uint8_t> mem(static_cast<size_t>(std::filesystem::file_size(source_path)));
fread(mem.data(), 1, mem.size(), file);
fclose(file);
if (stbi_dds_test_memory(mem.data(), static_cast<int>(mem.size())))
filedata = stbi_dds_load_from_memory(mem.data(), static_cast<int>(mem.size()), &width, &height, &channels, STBI_rgb_alpha);
else
filedata = stbi_load_from_memory(mem.data(), static_cast<int>(mem.size()), &width, &height, &channels, STBI_rgb_alpha);
}
if (filedata == nullptr)
{
LOG(ERROR) << "Source " << source_path << " for texture '" << texture.unique_name << "' could not be loaded! Make sure it is of a compatible file format.";
_last_texture_reload_successful = false;
continue;
}
// Need to potentially resize image data to the texture dimensions
if (texture.width != uint32_t(width) || texture.height != uint32_t(height))
{
LOG(INFO) << "Resizing image data for texture '" << texture.unique_name << "' from " << width << "x" << height << " to " << texture.width << "x" << texture.height << " ...";
std::vector<uint8_t> resized(texture.width * texture.height * 4);
stbir_resize_uint8(filedata, width, height, 0, resized.data(), texture.width, texture.height, 0, 4);
upload_texture(texture, resized.data());
}
else
{
upload_texture(texture, filedata);
}
stbi_image_free(filedata);
texture.loaded = true;
}
_textures_loaded = true;
}
void reshade::runtime::unload_effect(size_t index)
{
assert(index < _effects.size());
#if RESHADE_GUI
_preview_texture = nullptr;
#endif
// Lock here to be safe in case another effect is still loading
const std::lock_guard<std::mutex> lock(_reload_mutex);
// Destroy textures belonging to this effect
_textures.erase(std::remove_if(_textures.begin(), _textures.end(),
[this, index](texture &tex) {
if (tex.effect_index == index && !tex.shared) {
destroy_texture(tex);
return true;
}
return false;
}), _textures.end());
// Clean up techniques belonging to this effect
_techniques.erase(std::remove_if(_techniques.begin(), _techniques.end(),
[index](const technique &tech) {
return tech.effect_index == index;
}), _techniques.end());
// Do not clear source file, so that an 'unload_effect' immediately followed by a 'load_effect' which accesses that works
effect &effect = _effects[index];;
effect.rendering = false;
effect.compile_sucess = false;
effect.errors.clear();
effect.preamble.clear();
effect.included_files.clear();
effect.definitions.clear();
effect.assembly.clear();
effect.uniforms.clear();
effect.uniform_data_storage.clear();
}
void reshade::runtime::unload_effects()
{
#if RESHADE_GUI
_selected_effect = std::numeric_limits<size_t>::max();
_preview_texture = nullptr;
_effect_filter[0] = '\0'; // And reset filter too, since the list of techniques might have changed
#endif
// Make sure no threads are still accessing effect data
for (std::thread &thread : _worker_threads)
if (thread.joinable())
thread.join();
_worker_threads.clear();
// Destroy all textures
for (texture &tex : _textures)
destroy_texture(tex);
_textures.clear();
_textures_loaded = false;
// Clean up all techniques
_techniques.clear();
// Reset the effect list after all resources have been destroyed
_effects.clear();
}
void reshade::runtime::update_and_render_effects()
{
// Delay first load to the first render call to avoid loading while the application is still initializing
if (_framecount == 0 && !_no_reload_on_init)
load_effects();
if (_reload_remaining_effects == 0)
{
// Clear the thread list now that they all have finished
for (std::thread &thread : _worker_threads)
if (thread.joinable())
thread.join(); // Threads have exited, but still need to join them prior to destruction
_worker_threads.clear();
// Finished loading effects, so apply preset to figure out which ones need compiling
load_current_preset();
_last_reload_time = std::chrono::high_resolution_clock::now();
_reload_total_effects = 0;
_reload_remaining_effects = std::numeric_limits<size_t>::max();
#if RESHADE_GUI
// Re-open last file in code editor after a reload
if (_show_code_editor && !_editor_file.empty())
{
if (const auto it = std::find_if(_effects.begin(), _effects.end(),
[this](const effect &fx) { return fx.source_file == _editor_file; }); it != _effects.end())
open_file_in_code_editor(it - _effects.begin(), _editor_file);
}
#endif
}
else if (_reload_remaining_effects != std::numeric_limits<size_t>::max())
{
return; // Cannot render while effects are still being loaded
}
else if (!_reload_compile_queue.empty())
{
bool success = true;
// Pop an effect from the queue
const size_t effect_index = _reload_compile_queue.back();
_reload_compile_queue.pop_back();
effect &effect = _effects[effect_index];
// Create textures now, since they are referenced when building samplers in the 'init_effect' call below
for (texture &texture : _textures)
{
// Always create shared textures, since they may be in use by this effect already
if (texture.impl != nullptr || (texture.effect_index != effect_index && !texture.shared))
continue;
if (!init_texture(texture))
{
success = false;
effect.errors += "Failed to create texture " + texture.unique_name;
break;
}
}
// Compile the effect with the back-end implementation
if (success && (success = init_effect(effect_index)) == false)
{
// De-duplicate error lines (D3DCompiler sometimes repeats the same error multiple times)
for (size_t cur_line_offset = 0, next_line_offset, end_offset;
(next_line_offset = effect.errors.find('\n', cur_line_offset)) != std::string::npos && (end_offset = effect.errors.find('\n', next_line_offset + 1)) != std::string::npos; cur_line_offset = next_line_offset + 1)
{
const std::string_view cur_line(effect.errors.c_str() + cur_line_offset, next_line_offset - cur_line_offset);
const std::string_view next_line(effect.errors.c_str() + next_line_offset + 1, end_offset - next_line_offset - 1);
if (cur_line == next_line)
{
effect.errors.erase(next_line_offset, end_offset - next_line_offset);
next_line_offset = cur_line_offset - 1;
}
}
if (effect.errors.empty())
LOG(ERROR) << "Failed initializing " << effect.source_file << '.';
else
LOG(ERROR) << "Failed initializing " << effect.source_file << ":\n" << effect.errors;
}
if (success == false) // Something went wrong, do clean up
{
// Destroy all textures belonging to this effect
for (texture &tex : _textures)
if (tex.effect_index == effect_index && !tex.shared)
destroy_texture(tex);
// Disable all techniques belonging to this effect
for (technique &tech : _techniques)
if (tech.effect_index == effect_index)
disable_technique(tech);
effect.compile_sucess = false;
_last_shader_reload_successful = false;
}
// An effect has changed, need to reload textures
_textures_loaded = false;
#if RESHADE_GUI
// Update assembly in viewer after a reload
if (_show_code_viewer && !_viewer_entry_point.empty() && success)
{
if (const auto assembly_it = effect.assembly.find(_viewer_entry_point);
assembly_it != effect.assembly.end())
_viewer.set_text(assembly_it->second);
}
#endif
}
else if (!_textures_loaded)
{
// Now that all effects were compiled, load all textures
load_textures();
}
#ifdef NDEBUG
// Lock input so it cannot be modified by other threads while we are reading it here
// TODO: This does not catch input happening between now and 'on_present'
const auto input_lock = _input->lock();
#endif
if (_should_save_screenshot && (_screenshot_save_before || !_effects_enabled))
save_screenshot(_effects_enabled ? L" original" : std::wstring(), !_effects_enabled);
// Nothing to do here if effects are disabled globally
if (!_effects_enabled)
return;
// Update special uniform variables
for (effect &effect : _effects)
{
if (!effect.rendering)
continue;
for (uniform &variable : effect.uniforms)
{
if (!_ignore_shortcuts && variable.toggle_key_data[0] != 0 && _input->is_key_pressed(variable.toggle_key_data, _force_shortcut_modifiers))
{
assert(variable.supports_toggle_key());
// Change to next value if the associated shortcut key was pressed
switch (variable.type.base)
{
case reshadefx::type::t_bool:
{
bool data;
get_uniform_value(variable, &data, 1);
set_uniform_value(variable, !data);
break;
}
case reshadefx::type::t_int:
case reshadefx::type::t_uint:
{
int data[4];
get_uniform_value(variable, data, 4);
const std::string_view ui_items = variable.annotation_as_string("ui_items");
int num_items = 0;
for (size_t offset = 0, next; (next = ui_items.find('\0', offset)) != std::string::npos; offset = next + 1)
num_items++;
data[0] = (data[0] + 1 >= num_items) ? 0 : data[0] + 1;
set_uniform_value(variable, data, 4);
break;
}
}
save_current_preset();
}
switch (variable.special)
{
case special_uniform::frame_time:
{
set_uniform_value(variable, _last_frame_duration.count() * 1e-6f);
break;
}
case special_uniform::frame_count:
{
if (variable.type.is_boolean())
set_uniform_value(variable, (_framecount % 2) == 0);
else
set_uniform_value(variable, static_cast<unsigned int>(_framecount % UINT_MAX));
break;
}
case special_uniform::random:
{
const int min = variable.annotation_as_int("min");
const int max = variable.annotation_as_int("max");
set_uniform_value(variable, min + (std::rand() % (max - min + 1)));
break;
}
case special_uniform::ping_pong:
{
const float min = variable.annotation_as_float("min");
const float max = variable.annotation_as_float("max");
const float step_min = variable.annotation_as_float("step", 0);
const float step_max = variable.annotation_as_float("step", 1);
float increment = step_max == 0 ? step_min : (step_min + std::fmodf(static_cast<float>(std::rand()), step_max - step_min + 1));
const float smoothing = variable.annotation_as_float("smoothing");
float value[2] = { 0, 0 };
get_uniform_value(variable, value, 2);
if (value[1] >= 0)
{
increment = std::max(increment - std::max(0.0f, smoothing - (max - value[0])), 0.05f);
increment *= _last_frame_duration.count() * 1e-9f;
if ((value[0] += increment) >= max)
value[0] = max, value[1] = -1;
}
else
{
increment = std::max(increment - std::max(0.0f, smoothing - (value[0] - min)), 0.05f);
increment *= _last_frame_duration.count() * 1e-9f;
if ((value[0] -= increment) <= min)
value[0] = min, value[1] = +1;
}
set_uniform_value(variable, value, 2);
break;
}
case special_uniform::date:
{
set_uniform_value(variable, _date, 4);
break;
}
case special_uniform::timer:
{
const unsigned long long timer_ms = std::chrono::duration_cast<std::chrono::milliseconds>(_last_present_time - _start_time).count();
set_uniform_value(variable, static_cast<unsigned int>(timer_ms));
break;
}
case special_uniform::key:
{
if (const int keycode = variable.annotation_as_int("keycode");
keycode > 7 && keycode < 256)
{
if (const std::string_view mode = variable.annotation_as_string("mode");
mode == "toggle" || variable.annotation_as_int("toggle"))
{
bool current_value = false;
get_uniform_value(variable, ¤t_value, 1);
if (_input->is_key_pressed(keycode))
set_uniform_value(variable, !current_value);
}
else if (mode == "press")
set_uniform_value(variable, _input->is_key_pressed(keycode));
else
set_uniform_value(variable, _input->is_key_down(keycode));
}
break;
}
case special_uniform::mouse_point:
{
set_uniform_value(variable, _input->mouse_position_x(), _input->mouse_position_y());
break;
}
case special_uniform::mouse_delta:
{
set_uniform_value(variable, _input->mouse_movement_delta_x(), _input->mouse_movement_delta_y());
break;
}
case special_uniform::mouse_button: