video_core: implement optimized D24S8->RGBA8 reinterpreters
This commit is contained in:
parent
fda121c25c
commit
e6b59cb5d8
|
@ -220,9 +220,175 @@ private:
|
|||
GLint d24s8_abgr_viewport_u_id;
|
||||
};
|
||||
|
||||
class ShaderD24S8toRGBA8 final : public FormatReinterpreterBase {
|
||||
public:
|
||||
ShaderD24S8toRGBA8() {
|
||||
constexpr std::string_view vs_source = R"(
|
||||
out vec2 dst_coord;
|
||||
|
||||
uniform mediump ivec2 dst_size;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
dst_coord = (vertices[gl_VertexID] / 2.0 + 0.5) * vec2(dst_size);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr std::string_view fs_source = R"(
|
||||
in mediump vec2 dst_coord;
|
||||
|
||||
out lowp vec4 frag_color;
|
||||
|
||||
uniform highp sampler2D depth;
|
||||
uniform lowp usampler2D stencil;
|
||||
uniform mediump ivec2 dst_size;
|
||||
uniform mediump ivec2 src_size;
|
||||
uniform mediump ivec2 src_offset;
|
||||
|
||||
void main() {
|
||||
mediump ivec2 tex_coord;
|
||||
if (src_size == dst_size) {
|
||||
tex_coord = ivec2(dst_coord);
|
||||
} else {
|
||||
highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
|
||||
mediump int y = tex_index / src_size.x;
|
||||
tex_coord = ivec2(tex_index - y * src_size.x, y);
|
||||
}
|
||||
tex_coord -= src_offset;
|
||||
|
||||
highp uint depth_val =
|
||||
uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0));
|
||||
lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x;
|
||||
highp uvec4 components =
|
||||
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
|
||||
frag_color = vec4(components) / (exp2(8.0) - 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
program.Create(vs_source.data(), fs_source.data());
|
||||
dst_size_loc = glGetUniformLocation(program.handle, "dst_size");
|
||||
src_size_loc = glGetUniformLocation(program.handle, "src_size");
|
||||
src_offset_loc = glGetUniformLocation(program.handle, "src_offset");
|
||||
vao.Create();
|
||||
|
||||
auto state = OpenGLState::GetCurState();
|
||||
auto cur_program = state.draw.shader_program;
|
||||
state.draw.shader_program = program.handle;
|
||||
state.Apply();
|
||||
glUniform1i(glGetUniformLocation(program.handle, "stencil"), 1);
|
||||
state.draw.shader_program = cur_program;
|
||||
state.Apply();
|
||||
|
||||
// OES_texture_view doesn't seem to support D24S8 views, at least on adreno
|
||||
// so instead it will do an intermediate copy before running through the shader
|
||||
if (GLAD_GL_ARB_texture_view) {
|
||||
texture_view_func = glTextureView;
|
||||
} else {
|
||||
LOG_INFO(Render_OpenGL,
|
||||
"Texture views are unsupported, reinterpretation will do intermediate copy");
|
||||
temp_tex.Create();
|
||||
}
|
||||
}
|
||||
|
||||
void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
|
||||
GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
|
||||
GLuint draw_fb_handle) override {
|
||||
OpenGLState prev_state = OpenGLState::GetCurState();
|
||||
SCOPE_EXIT({ prev_state.Apply(); });
|
||||
|
||||
OpenGLState state;
|
||||
state.texture_units[0].texture_2d = src_tex;
|
||||
|
||||
if (texture_view_func) {
|
||||
temp_tex.Create();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
texture_view_func(temp_tex.handle, GL_TEXTURE_2D, src_tex, GL_DEPTH24_STENCIL8, 0, 1, 0,
|
||||
1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
|
||||
temp_tex.Release();
|
||||
temp_tex.Create();
|
||||
state.texture_units[1].texture_2d = temp_tex.handle;
|
||||
state.Apply();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, src_rect.right, src_rect.top);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
temp_rect = src_rect;
|
||||
}
|
||||
|
||||
state.texture_units[1].texture_2d = temp_tex.handle;
|
||||
state.draw.draw_framebuffer = draw_fb_handle;
|
||||
state.draw.shader_program = program.handle;
|
||||
state.draw.vertex_array = vao.handle;
|
||||
state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
|
||||
static_cast<GLsizei>(dst_rect.GetWidth()),
|
||||
static_cast<GLsizei>(dst_rect.GetHeight())};
|
||||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
if (!texture_view_func) {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
temp_tex.handle, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0,
|
||||
src_rect.GetWidth(), src_rect.GetHeight(), 1);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
|
||||
0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
||||
0);
|
||||
|
||||
glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
|
||||
glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());
|
||||
glUniform2i(src_offset_loc, src_rect.left, src_rect.bottom);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
if (texture_view_func) {
|
||||
temp_tex.Release();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
decltype(glTextureView) texture_view_func = nullptr;
|
||||
OGLProgram program{};
|
||||
GLint dst_size_loc{-1}, src_size_loc{-1}, src_offset_loc{-1};
|
||||
OGLVertexArray vao{};
|
||||
OGLTexture temp_tex{};
|
||||
Common::Rectangle<u32> temp_rect{0, 0, 0, 0};
|
||||
};
|
||||
|
||||
class CopyImageSubData final : public FormatReinterpreterBase {
|
||||
void Reinterpret(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint read_fb_handle,
|
||||
GLuint dst_tex, const Common::Rectangle<u32>& dst_rect,
|
||||
GLuint draw_fb_handle) override {
|
||||
glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
|
||||
GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
|
||||
src_rect.GetHeight(), 1);
|
||||
}
|
||||
};
|
||||
|
||||
FormatReinterpreterOpenGL::FormatReinterpreterOpenGL() {
|
||||
std::string_view vendor{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
|
||||
if (vendor.find("NVIDIA") != vendor.npos) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<CopyImageSubData>());
|
||||
// Nvidia bends the spec and allows direct copies between color and depth formats
|
||||
// might as well take advantage of it
|
||||
LOG_INFO(Render_OpenGL, "Using glCopyImageSubData for D24S8 to RGBA8 reinterpretation");
|
||||
} else if ((GLAD_GL_ARB_stencil_texturing && GLAD_GL_ARB_texture_storage) || GLES) {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<ShaderD24S8toRGBA8>());
|
||||
LOG_INFO(Render_OpenGL, "Using shader for D24S8 to RGBA8 reinterpretation");
|
||||
} else {
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGBA8, PixelFormat::D24S8},
|
||||
std::make_unique<PixelBufferD24S8toABGR>());
|
||||
LOG_INFO(Render_OpenGL, "Using pbo for D24S8 to RGBA8 reinterpretation");
|
||||
}
|
||||
reinterpreters.emplace(PixelFormatPair{PixelFormat::RGB5A1, PixelFormat::RGBA4},
|
||||
std::make_unique<RGBA4toRGB5A1>());
|
||||
}
|
||||
|
|
Reference in New Issue