Merge pull request #11677 from Squall-Leonhart/D32FTOABGR8
Implements D32_Float to A8B8G8R8_UNORM format copy
This commit is contained in:
commit
a27f94830a
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@ -19,6 +19,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_d32f_to_abgr8.frag
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convert_d24s8_to_abgr8.frag
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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@ -0,0 +1,14 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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float depth = textureLod(depth_tex, coord, 0).r;
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color = vec4(depth, depth, depth, 1.0);
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}
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@ -9,6 +9,7 @@
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
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#include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_spv.h"
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@ -433,6 +434,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
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@ -557,6 +559,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d32f_to_abgr8_frag);
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ConvertDepthStencil(*convert_d32f_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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@ -67,6 +67,8 @@ public:
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void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
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void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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@ -128,6 +130,7 @@ private:
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vk::ShaderModule convert_depth_to_float_frag;
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vk::ShaderModule convert_float_to_depth_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_d32f_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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vk::Sampler linear_sampler;
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@ -146,6 +149,7 @@ private:
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vk::Pipeline convert_d16_to_r16_pipeline;
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vk::Pipeline convert_r16_to_d16_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_d32f_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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};
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@ -1201,6 +1201,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
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return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
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}
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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}
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break;
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case PixelFormat::R32_FLOAT:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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