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runtime.cpp
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runtime.cpp
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/*
* Copyright (C) 2014 Patrick Mours
* SPDX-License-Identifier: BSD-3-Clause
*/
#include "runtime.hpp"
#include "runtime_internal.hpp"
#include "effect_parser.hpp"
#include "effect_codegen.hpp"
#include "effect_preprocessor.hpp"
#include "version.h"
#include "dll_log.hpp"
#include "dll_resources.hpp"
#include "ini_file.hpp"
#include "addon_manager.hpp"
#include "input.hpp"
#include "input_gamepad.hpp"
#include "com_ptr.hpp"
#include "platform_utils.hpp"
#include "reshade_api_object_impl.hpp"
#include <set>
#include <thread>
#include <cmath> // std::abs, std::fmod
#include <cctype> // std::toupper
#include <cwctype> // std::towlower
#include <cstdio> // std::snprintf
#include <cstdlib> // std::malloc, std::rand, std::strtod, std::strtol
#include <cstring> // std::memcpy, std::memset, std::strlen
#include <charconv> // std::to_chars
#include <algorithm> // std::all_of, std::copy_n, std::equal, std::fill_n, std::find, std::find_if, std::for_each, std::max, std::min, std::replace, std::remove, std::remove_if, std::reverse, std::search, std::sort, std::stable_sort, std::swap, std::transform
#include <fpng.h>
#include <stb_image.h>
#include <stb_image_dds.h>
#include <stb_image_write.h>
#include <stb_image_resize2.h>
#include <d3dcompiler.h>
#include <sk_hdr_png.hpp>
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
if (path.is_relative())
path = g_reshade_base_path / path;
// Finally try to canonicalize the path too
if (std::filesystem::path canonical_path = std::filesystem::canonical(path, ec); !ec)
path = std::move(canonical_path);
else
path = path.lexically_normal();
return !ec; // The canonicalization step fails if the path does not exist
}
#if RESHADE_FX
bool resolve_preset_path(std::filesystem::path &path, std::error_code &ec)
{
ec.clear();
// 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, ec) || ini_file::load_cache(path).has({}, "Techniques");
}
static std::filesystem::path make_relative_path(const std::filesystem::path &path)
{
if (path.empty())
return path;
// Use ReShade DLL directory as base for relative paths (see 'resolve_path')
std::filesystem::path proximate_path = path.lexically_proximate(g_reshade_base_path);
if (proximate_path.native().rfind(L"..", 0) != std::wstring::npos)
return path; // Do not use relative path if preset is in a parent directory
if (proximate_path.is_relative() && !proximate_path.empty() && proximate_path.native().front() != L'.')
// Prefix preset path with dot character to better indicate it being a relative path
proximate_path = L"." / proximate_path;
return proximate_path;
}
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)
{
const bool recursive_search = search_path.filename() == L"**";
if (recursive_search)
search_path.remove_filename();
if (resolve_path(search_path, ec))
{
// Append relative file path to absolute search path
if (std::filesystem::path search_sub_path = search_path / path;
std::filesystem::exists(search_sub_path, ec))
{
path = std::move(search_sub_path);
return true;
}
if (recursive_search)
{
for (const std::filesystem::directory_entry &entry : std::filesystem::recursive_directory_iterator(search_path, std::filesystem::directory_options::skip_permission_denied, ec))
{
if (!entry.is_directory(ec))
continue;
if (std::filesystem::path search_sub_path = entry / path;
std::filesystem::exists(search_sub_path, ec))
{
path = std::move(search_sub_path);
return true;
}
}
}
}
else
{
reshade::log::message(reshade::log::level::warning, "Failed to resolve search path '%s' with error code %d.", search_path.u8string().c_str(), ec.value());
}
}
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;
std::vector<std::pair<std::filesystem::path, bool>> resolved_search_paths;
// First resolve all search paths and ensure they are all unique
for (std::filesystem::path search_path : search_paths)
{
const bool recursive_search = search_path.filename() == L"**";
if (recursive_search)
search_path.remove_filename();
if (resolve_path(search_path, ec))
{
if (const auto it = std::find_if(resolved_search_paths.begin(), resolved_search_paths.end(),
[&search_path](const std::pair<std::filesystem::path, bool> &recursive_search_path) {
return recursive_search_path.first == search_path;
});
it != resolved_search_paths.end())
it->second |= recursive_search;
else
resolved_search_paths.push_back(std::make_pair(std::move(search_path), recursive_search));
}
else
{
reshade::log::message(reshade::log::level::warning, "Failed to resolve search path '%s' with error code %d.", search_path.u8string().c_str(), ec.value());
}
}
// Then iterate through all files in those search paths and add those with a matching extension
const auto check_and_add_file = [&extensions, &ec, &files](const std::filesystem::directory_entry &entry) {
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
};
for (const std::pair<std::filesystem::path, bool> &resolved_search_path : resolved_search_paths)
{
if (resolved_search_path.second)
for (const std::filesystem::directory_entry &entry : std::filesystem::recursive_directory_iterator(resolved_search_path.first, std::filesystem::directory_options::skip_permission_denied, ec))
check_and_add_file(entry);
else
for (const std::filesystem::directory_entry &entry : std::filesystem::directory_iterator(resolved_search_path.first, std::filesystem::directory_options::skip_permission_denied, ec))
check_and_add_file(entry);
}
return files;
}
#endif
reshade::runtime::runtime(api::swapchain *swapchain, api::command_queue *graphics_queue, const std::filesystem::path &config_path, bool is_vr) :
_swapchain(swapchain),
_device(swapchain->get_device()),
_graphics_queue(graphics_queue),
_is_vr(is_vr),
_start_time(std::chrono::high_resolution_clock::now()),
_last_present_time(_start_time),
_last_frame_duration(std::chrono::milliseconds(1)),
#if RESHADE_FX
_effect_search_paths({ L".\\" }),
_texture_search_paths({ L".\\" }),
#endif
_config_path(config_path),
_screenshot_path(L".\\"),
_screenshot_name("%AppName% %Date% %Time%_%TimeMS%"), // Use a timestamp down to the millisecond because users may request more than one screenshot per-second
_screenshot_post_save_command_arguments("\"%TargetPath%\""),
_screenshot_post_save_command_working_directory(L".\\")
{
assert(swapchain != nullptr && graphics_queue != nullptr);
_device->get_property(api::device_properties::vendor_id, &_vendor_id);
_device->get_property(api::device_properties::device_id, &_device_id);
_device->get_property(api::device_properties::api_version, &_renderer_id);
switch (_device->get_api())
{
case api::device_api::d3d9:
case api::device_api::d3d10:
case api::device_api::d3d11:
case api::device_api::d3d12:
break;
case api::device_api::opengl:
_renderer_id |= 0x10000;
break;
case api::device_api::vulkan:
_renderer_id |= 0x20000;
break;
}
char device_description[256] = "";
_device->get_property(api::device_properties::description, device_description);
if (uint32_t driver_version = 0;
_device->get_property(api::device_properties::driver_version, &driver_version))
log::message(log::level::info, "Running on %s Driver %u.%u.", device_description, driver_version / 100, driver_version % 100);
else
log::message(log::level::info, "Running on %s.", device_description);
check_for_update();
// Default shortcut PrtScrn
_screenshot_key_data[0] = 0x2C;
#if RESHADE_GUI && RESHADE_FX
_timestamp_frequency = graphics_queue->get_timestamp_frequency();
#endif
#if RESHADE_GUI
init_gui();
#endif
// Ensure config path is absolute, in case an add-on created an effect runtime with a relative path
std::error_code ec;
resolve_path(_config_path, ec);
load_config();
fpng::fpng_init();
}
reshade::runtime::~runtime()
{
assert(_worker_threads.empty());
#if RESHADE_FX
assert(!_is_initialized && _techniques.empty() && _technique_sorting.empty());
#endif
#if RESHADE_GUI
// Save configuration before shutting down to ensure the current window state is written to disk
save_config();
ini_file::flush_cache(_config_path);
deinit_gui();
#endif
}
bool reshade::runtime::on_init()
{
assert(!_is_initialized);
const api::resource_desc back_buffer_desc = _device->get_resource_desc(get_back_buffer(0));
// Avoid initializing on very small swap chains (e.g. implicit swap chain in The Sims 4, which is not used to present in windowed mode)
if (back_buffer_desc.texture.width <= 16 && back_buffer_desc.texture.height <= 16)
return false;
_width = back_buffer_desc.texture.width;
_height = back_buffer_desc.texture.height;
_back_buffer_format = api::format_to_default_typed(back_buffer_desc.texture.format);
_back_buffer_samples = back_buffer_desc.texture.samples;
_back_buffer_color_space = _swapchain->get_color_space();
// Create resolve texture and copy pipeline (do this before creating effect resources, to ensure correct back buffer format is set up)
if (back_buffer_desc.texture.samples > 1
// Always use resolve texture in OpenGL to flip vertically and support sRGB + binding effect stencil
|| (_device->get_api() == api::device_api::opengl && !_is_vr)
#if RESHADE_FX
// Some effects rely on there being an alpha channel available, so create resolve texture if that is not the case
|| (_back_buffer_format == api::format::r8g8b8x8_unorm || _back_buffer_format == api::format::b8g8r8x8_unorm)
#endif
)
{
#if RESHADE_FX
switch (_back_buffer_format)
{
case api::format::r8g8b8x8_unorm:
_back_buffer_format = api::format::r8g8b8a8_unorm;
break;
case api::format::b8g8r8x8_unorm:
_back_buffer_format = api::format::b8g8r8a8_unorm;
break;
}
#endif
const bool need_copy_pipeline =
_device->get_api() == api::device_api::d3d10 ||
_device->get_api() == api::device_api::d3d11 ||
_device->get_api() == api::device_api::d3d12;
api::resource_usage usage = api::resource_usage::render_target | api::resource_usage::copy_dest | api::resource_usage::resolve_dest;
if (need_copy_pipeline)
usage |= api::resource_usage::shader_resource;
else
usage |= api::resource_usage::copy_source;
if (!_device->create_resource(
api::resource_desc(_width, _height, 1, 1, api::format_to_typeless(_back_buffer_format), 1, api::memory_heap::gpu_only, usage),
nullptr, back_buffer_desc.texture.samples == 1 ? api::resource_usage::copy_dest : api::resource_usage::resolve_dest, &_back_buffer_resolved) ||
!_device->create_resource_view(
_back_buffer_resolved,
api::resource_usage::render_target,
api::resource_view_desc(api::format_to_default_typed(_back_buffer_format, 0)),
&_back_buffer_targets.emplace_back()) ||
!_device->create_resource_view(
_back_buffer_resolved,
api::resource_usage::render_target,
api::resource_view_desc(api::format_to_default_typed(_back_buffer_format, 1)),
&_back_buffer_targets.emplace_back()))
{
log::message(log::level::error, "Failed to create resolve texture resource!");
goto exit_failure;
}
if (need_copy_pipeline)
{
if (!_device->create_resource_view(
_back_buffer_resolved,
api::resource_usage::shader_resource,
api::resource_view_desc(_back_buffer_format),
&_back_buffer_resolved_srv))
{
log::message(log::level::error, "Failed to create resolve shader resource view!");
goto exit_failure;
}
api::sampler_desc sampler_desc = {};
sampler_desc.filter = api::filter_mode::min_mag_mip_point;
sampler_desc.address_u = api::texture_address_mode::clamp;
sampler_desc.address_v = api::texture_address_mode::clamp;
sampler_desc.address_w = api::texture_address_mode::clamp;
api::pipeline_layout_param layout_params[2];
layout_params[0] = api::descriptor_range { 0, 0, 0, 1, api::shader_stage::all, 1, api::descriptor_type::sampler };
layout_params[1] = api::descriptor_range { 0, 0, 0, 1, api::shader_stage::all, 1, api::descriptor_type::shader_resource_view };
const resources::data_resource vs = resources::load_data_resource(IDR_FULLSCREEN_VS);
const resources::data_resource ps = resources::load_data_resource(IDR_COPY_PS);
api::shader_desc vs_desc = { vs.data, vs.data_size };
api::shader_desc ps_desc = { ps.data, ps.data_size };
std::vector<api::pipeline_subobject> subobjects;
subobjects.push_back({ api::pipeline_subobject_type::vertex_shader, 1, &vs_desc });
subobjects.push_back({ api::pipeline_subobject_type::pixel_shader, 1, &ps_desc });
if (!_device->create_pipeline_layout(2, layout_params, &_copy_pipeline_layout) ||
!_device->create_pipeline(_copy_pipeline_layout, static_cast<uint32_t>(subobjects.size()), subobjects.data(), &_copy_pipeline) ||
!_device->create_sampler(sampler_desc, &_copy_sampler_state))
{
log::message(log::level::error, "Failed to create copy pipeline!");
goto exit_failure;
}
}
}
#if RESHADE_FX
// Create an empty texture, which is bound to shader resource view slots with an unknown semantic (since it is not valid to bind a zero handle in Vulkan, unless the 'VK_EXT_robustness2' extension is enabled)
if (_empty_tex == 0)
{
// Use VK_FORMAT_R16_SFLOAT format, since it is mandatory according to the spec (see https://www.khronos.org/registry/vulkan/specs/1.1/html/vkspec.html#features-required-format-support)
if (!_device->create_resource(
api::resource_desc(1, 1, 1, 1, api::format::r16_float, 1, api::memory_heap::gpu_only, api::resource_usage::shader_resource),
nullptr, api::resource_usage::shader_resource, &_empty_tex))
{
log::message(log::level::error, "Failed to create empty texture resource!");
goto exit_failure;
}
_device->set_resource_name(_empty_tex, "ReShade empty texture");
if (!_device->create_resource_view(_empty_tex, api::resource_usage::shader_resource, api::resource_view_desc(api::format::r16_float), &_empty_srv))
{
log::message(log::level::error, "Failed to create empty texture shader resource view!");
goto exit_failure;
}
}
// Create effect color and stencil resource
api::format stencil_format = api::format::unknown;
{
// Find a supported stencil format with the smallest footprint (since the depth component is not used)
constexpr api::format possible_stencil_formats[] = {
api::format::s8_uint,
api::format::d16_unorm_s8_uint,
api::format::d24_unorm_s8_uint,
api::format::d32_float_s8_uint
};
for (const api::format format : possible_stencil_formats)
{
if (_device->check_format_support(format, api::resource_usage::depth_stencil))
{
stencil_format = format;
break;
}
}
}
if (add_effect_permutation(_width, _height, _back_buffer_format, stencil_format) != 0)
goto exit_failure;
_effect_permutations[0].color_space = _back_buffer_color_space;
#endif
// Create render targets for the back buffer resources
for (uint32_t i = 0, count = get_back_buffer_count(); i < count; ++i)
{
const api::resource back_buffer_resource = get_back_buffer(i);
if (!_device->create_resource_view(
back_buffer_resource,
api::resource_usage::render_target,
api::resource_view_desc(
back_buffer_desc.texture.samples > 1 ? api::resource_view_type::texture_2d_multisample : api::resource_view_type::texture_2d,
api::format_to_default_typed(back_buffer_desc.texture.format, 0), 0, 1, 0, 1),
&_back_buffer_targets.emplace_back()) ||
!_device->create_resource_view(
back_buffer_resource,
api::resource_usage::render_target,
api::resource_view_desc(
back_buffer_desc.texture.samples > 1 ? api::resource_view_type::texture_2d_multisample : api::resource_view_type::texture_2d,
api::format_to_default_typed(back_buffer_desc.texture.format, 1), 0, 1, 0, 1),
&_back_buffer_targets.emplace_back()))
{
log::message(log::level::error, "Failed to create back buffer render targets!");
goto exit_failure;
}
}
create_state_block(_device, &_app_state);
#if RESHADE_GUI
if (!init_imgui_resources())
goto exit_failure;
if (_is_vr && !init_gui_vr())
goto exit_failure;
#endif
const input::window_handle window = get_hwnd();
if (window != nullptr && !_is_vr)
_input = input::register_window(window);
else
_input.reset();
// GTK 3 enables transparency for windows, which messes with effects that do not return an alpha value, so disable that again
if (window != nullptr)
utils::set_window_transparency(window, false);
// Reset frame count to zero so effects are loaded in 'update_effects'
_frame_count = 0;
_is_initialized = true;
_last_reload_time = std::chrono::high_resolution_clock::now(); // Intentionally set to current time, so that duration to last reload is valid even when there is no reload on init
_preset_save_successful = true;
_last_screenshot_save_successful = true;
#if RESHADE_ADDON
invoke_addon_event<addon_event::init_effect_runtime>(this);
#endif
log::message(log::level::info, "Recreated runtime environment on runtime %p ('%s').", this, _config_path.u8string().c_str());
return true;
exit_failure:
#if RESHADE_FX
_device->destroy_resource(_empty_tex);
_empty_tex = {};
_device->destroy_resource_view(_empty_srv);
_empty_srv = {};
for (const effect_permutation &permutation : _effect_permutations)
{
_device->destroy_resource(permutation.color_tex);
_device->destroy_resource_view(permutation.color_srv[0]);
_device->destroy_resource_view(permutation.color_srv[1]);
_device->destroy_resource(permutation.stencil_tex);
_device->destroy_resource_view(permutation.stencil_dsv);
}
_effect_permutations.clear();
#endif
_device->destroy_pipeline(_copy_pipeline);
_copy_pipeline = {};
_device->destroy_pipeline_layout(_copy_pipeline_layout);
_copy_pipeline_layout = {};
_device->destroy_sampler(_copy_sampler_state);
_copy_sampler_state = {};
_device->destroy_resource(_back_buffer_resolved);
_back_buffer_resolved = {};
_device->destroy_resource_view(_back_buffer_resolved_srv);
_back_buffer_resolved_srv = {};
for (const api::resource_view view : _back_buffer_targets)
_device->destroy_resource_view(view);
_back_buffer_targets.clear();
destroy_state_block(_device, _app_state);
_app_state = {};
#if RESHADE_GUI
if (_is_vr)
deinit_gui_vr();
destroy_imgui_resources();
#endif
return false;
}
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
#if RESHADE_FX
// Already performs a wait for idle, so no need to do it again before destroying resources below
destroy_effects();
_device->destroy_resource(_empty_tex);
_empty_tex = {};
_device->destroy_resource_view(_empty_srv);
_empty_srv = {};
for (const effect_permutation &permutation : _effect_permutations)
{
_device->destroy_resource(permutation.color_tex);
_device->destroy_resource_view(permutation.color_srv[0]);
_device->destroy_resource_view(permutation.color_srv[1]);
_device->destroy_resource(permutation.stencil_tex);
_device->destroy_resource_view(permutation.stencil_dsv);
}
_effect_permutations.clear();
#else
for (std::thread &thread : _worker_threads)
if (thread.joinable())
thread.join();
_worker_threads.clear();
#endif
_device->destroy_pipeline(_copy_pipeline);
_copy_pipeline = {};
_device->destroy_pipeline_layout(_copy_pipeline_layout);
_copy_pipeline_layout = {};
_device->destroy_sampler(_copy_sampler_state);
_copy_sampler_state = {};
_device->destroy_resource(_back_buffer_resolved);
_back_buffer_resolved = {};
_device->destroy_resource_view(_back_buffer_resolved_srv);
_back_buffer_resolved_srv = {};
for (const api::resource_view view : _back_buffer_targets)
_device->destroy_resource_view(view);
_back_buffer_targets.clear();
destroy_state_block(_device, _app_state);
_app_state = {};
_device->destroy_fence(_queue_sync_fence);
_queue_sync_fence = {};
_width = _height = 0;
#if RESHADE_GUI
if (_is_vr)
deinit_gui_vr();
destroy_imgui_resources();
#endif
#if RESHADE_ADDON
invoke_addon_event<addon_event::destroy_effect_runtime>(this);
#endif
log::message(log::level::info, "Destroyed runtime environment on runtime %p ('%s').", this, _config_path.u8string().c_str());
}
void reshade::runtime::on_present(api::command_queue *present_queue)
{
assert(present_queue != nullptr);
if (!_is_initialized)
return;
// If the application is presenting with a different queue than rendering, synchronize these two queues first
// This ensures that it has finished rendering before ReShade applies its own rendering
if (present_queue != _graphics_queue)
{
if (_queue_sync_fence == 0 &&
!_device->create_fence(_queue_sync_value, api::fence_flags::none, &_queue_sync_fence))
{
log::message(log::level::error, "Failed to create queue synchronization fence!");
return;
}
_queue_sync_value++;
// Signal from the queue the application is presenting with
if (present_queue->signal(_queue_sync_fence, _queue_sync_value))
// Wait on that before the immediate command list flush below
_graphics_queue->wait(_queue_sync_fence, _queue_sync_value);
}
#if RESHADE_ADDON
_is_in_present_call = true;
#endif
api::command_list *const cmd_list = _graphics_queue->get_immediate_command_list();
capture_state(cmd_list, _app_state);
uint32_t back_buffer_index = (_back_buffer_resolved != 0 ? 2 : 0) + get_current_back_buffer_index() * 2;
const api::resource back_buffer_resource = _device->get_resource_from_view(_back_buffer_targets[back_buffer_index]);
// Resolve MSAA back buffer if MSAA is active or copy when format conversion is required
if (_back_buffer_resolved != 0)
{
if (_back_buffer_samples == 1)
{
cmd_list->barrier(back_buffer_resource, api::resource_usage::present, api::resource_usage::copy_source);
cmd_list->copy_texture_region(back_buffer_resource, 0, nullptr, _back_buffer_resolved, 0, nullptr);
cmd_list->barrier(_back_buffer_resolved, api::resource_usage::copy_dest, api::resource_usage::render_target);
}
else
{
cmd_list->barrier(back_buffer_resource, api::resource_usage::present, api::resource_usage::resolve_source);
cmd_list->resolve_texture_region(back_buffer_resource, 0, nullptr, _back_buffer_resolved, 0, 0, 0, 0, _back_buffer_format);
cmd_list->barrier(_back_buffer_resolved, api::resource_usage::resolve_dest, api::resource_usage::render_target);
}
}
// Lock input so it cannot be modified by other threads while we are reading it here
std::unique_lock<std::recursive_mutex> input_lock;
if (_input != nullptr)
input_lock = _input->lock();
#if RESHADE_FX
update_effects();
if (_should_save_screenshot && _screenshot_save_before && _effects_enabled && !_effects_rendered_this_frame)
save_screenshot(" original");
if (_back_buffer_resolved != 0)
{
runtime::render_effects(cmd_list, _back_buffer_targets[0], _back_buffer_targets[1]);
}
else
{
cmd_list->barrier(back_buffer_resource, api::resource_usage::present, api::resource_usage::render_target);
runtime::render_effects(cmd_list, _back_buffer_targets[back_buffer_index], _back_buffer_targets[back_buffer_index + 1]);
cmd_list->barrier(back_buffer_resource, api::resource_usage::render_target, api::resource_usage::present);
}
#endif
if (_should_save_screenshot)
save_screenshot();
_frame_count++;
const auto current_time = std::chrono::high_resolution_clock::now();
_last_frame_duration = current_time - _last_present_time; _last_present_time = current_time;
#if RESHADE_GUI
// Draw overlay
if (_is_vr)
draw_gui_vr();
else
draw_gui();
if (_should_save_screenshot && _screenshot_save_gui && (_show_overlay
#if RESHADE_FX
|| (_preview_texture != 0 && _effects_enabled)
#endif
))
save_screenshot(" overlay");
#endif
// All screenshots were created at this point, so reset request
_should_save_screenshot = false;
// Handle keyboard shortcuts
if (!_ignore_shortcuts && _input != nullptr)
{
#if RESHADE_FX
if (_input->is_key_pressed(_effects_key_data, _force_shortcut_modifiers))
{
#if RESHADE_ADDON
if (!invoke_addon_event<addon_event::reshade_set_effects_state>(this, !_effects_enabled))
#endif
_effects_enabled = !_effects_enabled;
}
#endif
if (_input->is_key_pressed(_screenshot_key_data, _force_shortcut_modifiers))
{
_screenshot_count++;
_should_save_screenshot = true; // Remember that we want to save a screenshot next frame
}
#if RESHADE_FX
// Do not allow the following shortcuts while effects are being loaded or initialized (since they affect that state)
if (!is_loading())
{
if (_effects_enabled)
{
for (effect &effect : _effects)
{
if (!effect.rendering)
continue;
for (uniform &variable : effect.uniforms)
{
if (_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 = false;
get_uniform_value(variable, &data);
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_view::npos; offset = next + 1)
num_items++;
data[0] = (data[0] + 1 >= num_items) ? 0 : data[0] + 1;
set_uniform_value(variable, data, 4);
break;
}
}
#if RESHADE_GUI
if (_auto_save_preset)
save_current_preset();
else
_preset_is_modified = true;
#endif
}
}
}
for (technique &tech : _techniques)
{
if (_input->is_key_pressed(tech.toggle_key_data, _force_shortcut_modifiers))
{
if (!tech.enabled)
enable_technique(tech);
else
disable_technique(tech);
#if RESHADE_GUI
if (_auto_save_preset)
save_current_preset();
else
_preset_is_modified = true;
#endif
}
}
}
if (_input->is_key_pressed(_reload_key_data, _force_shortcut_modifiers))
reload_effects();
if (_input->is_key_pressed(_performance_mode_key_data, _force_shortcut_modifiers))
{
_performance_mode = !_performance_mode;
save_config();
reload_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))
save_config();
}
else
{
for (const preset_shortcut &shortcut : _preset_shortcuts)
{
if (_input->is_key_pressed(shortcut.key_data, _force_shortcut_modifiers))
{
if (switch_to_next_preset(shortcut.preset_path))
save_config();
break;
}
}
}
// Continuously update preset values while a transition is in progress
if (_is_in_preset_transition)
load_current_preset();
}
#endif
}
// Stretch main render target back into MSAA back buffer if MSAA is active or copy when format conversion is required
if (_back_buffer_resolved != 0)
{
const api::resource resources[2] = { back_buffer_resource, _back_buffer_resolved };
const api::resource_usage state_old[2] = { api::resource_usage::copy_source | api::resource_usage::resolve_source, api::resource_usage::render_target };
const api::resource_usage state_final[2] = { api::resource_usage::present, api::resource_usage::resolve_dest };
if (_device->get_api() == api::device_api::d3d10 ||
_device->get_api() == api::device_api::d3d11 ||
_device->get_api() == api::device_api::d3d12)
{
const api::resource_usage state_new[2] = { api::resource_usage::render_target, api::resource_usage::shader_resource };
cmd_list->barrier(2, resources, state_old, state_new);
cmd_list->bind_pipeline(api::pipeline_stage::all_graphics, _copy_pipeline);
cmd_list->push_descriptors(api::shader_stage::pixel, _copy_pipeline_layout, 0, api::descriptor_table_update { {}, 0, 0, 1, api::descriptor_type::sampler, &_copy_sampler_state });
cmd_list->push_descriptors(api::shader_stage::pixel, _copy_pipeline_layout, 1, api::descriptor_table_update { {}, 0, 0, 1, api::descriptor_type::shader_resource_view, &_back_buffer_resolved_srv });
const api::viewport viewport = { 0.0f, 0.0f, static_cast<float>(_width), static_cast<float>(_height), 0.0f, 1.0f };
cmd_list->bind_viewports(0, 1, &viewport);
const api::rect scissor_rect = { 0, 0, static_cast<int32_t>(_width), static_cast<int32_t>(_height) };
cmd_list->bind_scissor_rects(0, 1, &scissor_rect);
const bool srgb_write_enable = (_back_buffer_format == api::format::r8g8b8a8_unorm_srgb || _back_buffer_format == api::format::b8g8r8a8_unorm_srgb);
cmd_list->bind_render_targets_and_depth_stencil(1, &_back_buffer_targets[back_buffer_index + srgb_write_enable]);
cmd_list->draw(3, 1, 0, 0);
cmd_list->barrier(2, resources, state_new, state_final);
}
else
{
const api::resource_usage state_new[2] = { api::resource_usage::copy_dest, api::resource_usage::copy_source };
cmd_list->barrier(2, resources, state_old, state_new);
cmd_list->copy_texture_region(_back_buffer_resolved, 0, nullptr, back_buffer_resource, 0, nullptr);
cmd_list->barrier(2, resources, state_new, state_final);
}
}
#if RESHADE_ADDON
invoke_addon_event<addon_event::reshade_present>(this);
_is_in_present_call = false;
#endif
#if RESHADE_FX
_effects_rendered_this_frame = false;
#endif
// Apply previous state from application
apply_state(cmd_list, _app_state);
if (present_queue != _graphics_queue)
{
_queue_sync_value++;
if (_graphics_queue->signal(_queue_sync_fence, _queue_sync_value))
present_queue->wait(_queue_sync_fence, _queue_sync_value);
}
// Update input status
if (_input != nullptr)
_input->next_frame();
if (_input_gamepad != nullptr)
_input_gamepad->next_frame();
// Save modified INI files
if (!ini_file::flush_cache())
_preset_save_successful = false;
#if RESHADE_ADDON == 1
// Detect high network traffic
extern volatile long g_network_traffic;
static int cooldown = 0, traffic = 0;
if (cooldown-- > 0)
{
traffic += g_network_traffic > 0;
}
else
{
const bool was_enabled = addon_enabled;
addon_enabled = traffic < 10;
traffic = 0;
cooldown = 60;
#if RESHADE_FX
if (addon_enabled != was_enabled)
{
if (was_enabled)
_backup_texture_semantic_bindings = _texture_semantic_bindings;
for (const auto &info : _backup_texture_semantic_bindings)
{
if (info.second.first == _effect_color_srv[0] && info.second.second == _effect_color_srv[1])
continue;
update_texture_bindings(info.first.c_str(), addon_enabled ? info.second.first : api::resource_view { 0 }, addon_enabled ? info.second.second : api::resource_view { 0 });
}
}
#endif
}
if (std::numeric_limits<long>::max() != g_network_traffic)
g_network_traffic = 0;
#endif
}
void reshade::runtime::load_config()
{
const ini_file &config = ini_file::load_cache(_config_path);
if (config.get("INPUT", "GamepadNavigation"))
_input_gamepad = input_gamepad::load();
else
_input_gamepad.reset();
const auto config_get = [&config](const std::string §ion, const std::string &key, auto &values) {
if (config.get(section, key, values))
return true;
// Fall back to global configuration when an entry does not exist in the local configuration
return global_config().get(section, key, values);
};
config_get("INPUT", "ForceShortcutModifiers", _force_shortcut_modifiers);
config_get("INPUT", "KeyScreenshot", _screenshot_key_data);
#if RESHADE_FX
config_get("INPUT", "KeyEffects", _effects_key_data);
config_get("INPUT", "KeyNextPreset", _next_preset_key_data);
config_get("INPUT", "KeyPerformanceMode", _performance_mode_key_data);
config_get("INPUT", "KeyPreviousPreset", _prev_preset_key_data);
config_get("INPUT", "KeyReload", _reload_key_data);
config_get("GENERAL", "NoDebugInfo", _no_debug_info);
config_get("GENERAL", "NoEffectCache", _no_effect_cache);
config_get("GENERAL", "NoReloadOnInit", _no_reload_on_init);
config_get("GENERAL", "EffectSearchPaths", _effect_search_paths);
config_get("GENERAL", "PerformanceMode", _performance_mode);
config_get("GENERAL", "PreprocessorDefinitions", _global_preprocessor_definitions);
config_get("GENERAL", "SkipLoadingDisabledEffects", _effect_load_skipping);
config_get("GENERAL", "TextureSearchPaths", _texture_search_paths);
config_get("GENERAL", "IntermediateCachePath", _effect_cache_path);
config_get("GENERAL", "StartupPresetPath", _startup_preset_path);
config_get("GENERAL", "PresetPath", _current_preset_path);
config_get("GENERAL", "PresetTransitionDuration", _preset_transition_duration);
// Fall back to temp directory if cache path does not exist
std::error_code ec;
if (_effect_cache_path.empty() || !resolve_path(_effect_cache_path, ec))
{
_effect_cache_path = std::filesystem::temp_directory_path(ec) / "ReShade";
std::filesystem::create_directory(_effect_cache_path, ec);
if (ec)
log::message(log::level::error, "Failed to create effect cache directory '%s' with error code %d!", _effect_cache_path.u8string().c_str(), ec.value());
}
// Use startup preset instead of last selection
if (!_startup_preset_path.empty() && resolve_preset_path(_startup_preset_path, ec))
_current_preset_path = _startup_preset_path;
// Use default if the preset file does not exist yet
else if (!resolve_preset_path(_current_preset_path, ec))
_current_preset_path = g_reshade_base_path / L"ReShadePreset.ini";
std::vector<unsigned int> preset_key_data;
std::vector<std::filesystem::path> preset_shortcut_paths;
config_get("GENERAL", "PresetShortcutKeys", preset_key_data);
config_get("GENERAL", "PresetShortcutPaths", preset_shortcut_paths);