texture_cache: Implement depth stencil texture swizzles
Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
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@ -238,6 +238,12 @@ OGLTexture CreateTexture(const SurfaceParams& params, GLenum target, GLenum inte
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return texture;
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}
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constexpr u32 EncodeSwizzle(SwizzleSource x_source, SwizzleSource y_source, SwizzleSource z_source,
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SwizzleSource w_source) {
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return (static_cast<u32>(x_source) << 24) | (static_cast<u32>(y_source) << 16) |
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(static_cast<u32>(z_source) << 8) | static_cast<u32>(w_source);
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}
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} // Anonymous namespace
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CachedSurface::CachedSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
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@ -404,7 +410,8 @@ CachedSurfaceView::CachedSurfaceView(CachedSurface& surface, const ViewParams& p
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if (!is_proxy) {
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texture_view = CreateTextureView();
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}
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swizzle = EncodeSwizzle(SwizzleSource::R, SwizzleSource::G, SwizzleSource::B, SwizzleSource::A);
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current_swizzle =
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EncodeSwizzle(SwizzleSource::R, SwizzleSource::G, SwizzleSource::B, SwizzleSource::A);
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}
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CachedSurfaceView::~CachedSurfaceView() = default;
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@ -449,25 +456,35 @@ void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
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void CachedSurfaceView::ApplySwizzle(SwizzleSource x_source, SwizzleSource y_source,
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SwizzleSource z_source, SwizzleSource w_source) {
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u32 new_swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
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if (new_swizzle == swizzle)
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const u32 new_swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
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if (current_swizzle == new_swizzle) {
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return;
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swizzle = new_swizzle;
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const std::array gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
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GetSwizzleSource(z_source), GetSwizzleSource(w_source)};
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}
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current_swizzle = new_swizzle;
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std::array swizzle{x_source, y_source, z_source, w_source};
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const GLuint handle = GetTexture();
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const PixelFormat format = surface.GetSurfaceParams().pixel_format;
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switch (format) {
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switch (const PixelFormat format = surface.GetSurfaceParams().pixel_format) {
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case PixelFormat::S8Z24:
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case PixelFormat::Z24S8:
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case PixelFormat::Z32FS8:
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case PixelFormat::S8Z24:
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UNIMPLEMENTED_IF(x_source != SwizzleSource::R && x_source != SwizzleSource::G);
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glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE,
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GetComponent(format, x_source == SwizzleSource::R));
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break;
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default:
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// Make sure we sample the first component
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std::transform(swizzle.begin(), swizzle.end(), swizzle.begin(), [](SwizzleSource value) {
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return value == SwizzleSource::G ? SwizzleSource::R : value;
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});
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[[fallthrough]];
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default: {
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const std::array gl_swizzle = {GetSwizzleSource(swizzle[0]), GetSwizzleSource(swizzle[1]),
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GetSwizzleSource(swizzle[2]), GetSwizzleSource(swizzle[3])};
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glTextureParameteriv(handle, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle.data());
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break;
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}
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}
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}
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OGLTextureView CachedSurfaceView::CreateTextureView() const {
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@ -110,14 +110,6 @@ public:
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}
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private:
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u32 EncodeSwizzle(Tegra::Texture::SwizzleSource x_source,
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Tegra::Texture::SwizzleSource y_source,
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Tegra::Texture::SwizzleSource z_source,
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Tegra::Texture::SwizzleSource w_source) const {
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return (static_cast<u32>(x_source) << 24) | (static_cast<u32>(y_source) << 16) |
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(static_cast<u32>(z_source) << 8) | static_cast<u32>(w_source);
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}
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OGLTextureView CreateTextureView() const;
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CachedSurface& surface;
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@ -125,7 +117,7 @@ private:
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GLenum format{};
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OGLTextureView texture_view;
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u32 swizzle{};
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u32 current_swizzle{};
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bool is_proxy{};
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};
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@ -354,26 +354,23 @@ CachedSurfaceView::~CachedSurfaceView() = default;
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VkImageView CachedSurfaceView::GetHandle(SwizzleSource x_source, SwizzleSource y_source,
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SwizzleSource z_source, SwizzleSource w_source) {
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const u32 swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
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if (last_image_view && last_swizzle == swizzle) {
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const u32 new_swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
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if (last_image_view && last_swizzle == new_swizzle) {
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return last_image_view;
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}
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last_swizzle = swizzle;
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last_swizzle = new_swizzle;
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const auto [entry, is_cache_miss] = view_cache.try_emplace(swizzle);
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const auto [entry, is_cache_miss] = view_cache.try_emplace(new_swizzle);
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auto& image_view = entry->second;
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if (!is_cache_miss) {
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return last_image_view = *image_view;
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}
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auto swizzle_x = MaxwellToVK::SwizzleSource(x_source);
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auto swizzle_y = MaxwellToVK::SwizzleSource(y_source);
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auto swizzle_z = MaxwellToVK::SwizzleSource(z_source);
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auto swizzle_w = MaxwellToVK::SwizzleSource(w_source);
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std::array swizzle{MaxwellToVK::SwizzleSource(x_source), MaxwellToVK::SwizzleSource(y_source),
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MaxwellToVK::SwizzleSource(z_source), MaxwellToVK::SwizzleSource(w_source)};
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if (params.pixel_format == VideoCore::Surface::PixelFormat::A1B5G5R5U) {
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// A1B5G5R5 is implemented as A1R5G5B5, we have to change the swizzle here.
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std::swap(swizzle_x, swizzle_z);
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std::swap(swizzle[0], swizzle[2]);
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}
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// Games can sample depth or stencil values on textures. This is decided by the swizzle value on
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@ -395,11 +392,11 @@ VkImageView CachedSurfaceView::GetHandle(SwizzleSource x_source, SwizzleSource y
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UNIMPLEMENTED();
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}
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// Vulkan doesn't seem to understand swizzling of a depth stencil image, use identity
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swizzle_x = VK_COMPONENT_SWIZZLE_R;
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swizzle_y = VK_COMPONENT_SWIZZLE_G;
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swizzle_z = VK_COMPONENT_SWIZZLE_B;
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swizzle_w = VK_COMPONENT_SWIZZLE_A;
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// Make sure we sample the first component
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std::transform(
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swizzle.begin(), swizzle.end(), swizzle.begin(), [](VkComponentSwizzle component) {
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return component == VK_COMPONENT_SWIZZLE_G ? VK_COMPONENT_SWIZZLE_R : component;
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});
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}
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VkImageViewCreateInfo ci;
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@ -409,7 +406,7 @@ VkImageView CachedSurfaceView::GetHandle(SwizzleSource x_source, SwizzleSource y
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ci.image = surface.GetImageHandle();
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ci.viewType = image_view_type;
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ci.format = surface.GetImage().GetFormat();
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ci.components = {swizzle_x, swizzle_y, swizzle_z, swizzle_w};
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ci.components = {swizzle[0], swizzle[1], swizzle[2], swizzle[3]};
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ci.subresourceRange.aspectMask = aspect;
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ci.subresourceRange.baseMipLevel = base_level;
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ci.subresourceRange.levelCount = num_levels;
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