TextureCache: Implement additional D24S8 convertions.
This commit is contained in:
parent
0ff228405f
commit
b805c7bf05
|
@ -12,6 +12,8 @@ set(SHADER_FILES
|
||||||
block_linear_unswizzle_3d.comp
|
block_linear_unswizzle_3d.comp
|
||||||
convert_abgr8_to_d24s8.frag
|
convert_abgr8_to_d24s8.frag
|
||||||
convert_d24s8_to_abgr8.frag
|
convert_d24s8_to_abgr8.frag
|
||||||
|
convert_d24s8_to_b10g11r11.frag
|
||||||
|
convert_d24s8_to_r16g16.frag
|
||||||
convert_depth_to_float.frag
|
convert_depth_to_float.frag
|
||||||
convert_float_to_depth.frag
|
convert_float_to_depth.frag
|
||||||
full_screen_triangle.vert
|
full_screen_triangle.vert
|
||||||
|
|
|
@ -0,0 +1,21 @@
|
||||||
|
// Copyright 2021 yuzu Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(binding = 0) uniform sampler2D depth_tex;
|
||||||
|
layout(binding = 1) uniform isampler2D stencil_tex;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
||||||
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
||||||
|
|
||||||
|
color.b = float(depth >> 22) / (exp2(10) - 1.0);
|
||||||
|
color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
|
||||||
|
color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
|
||||||
|
color.a = 1.0f;
|
||||||
|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
// Copyright 2021 yuzu Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(binding = 0) uniform sampler2D depth_tex;
|
||||||
|
layout(binding = 1) uniform isampler2D stencil_tex;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
||||||
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
||||||
|
|
||||||
|
color.r = float(depth >> 16) / (exp2(16) - 1.0);
|
||||||
|
color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
|
||||||
|
color.b = 0.0f;
|
||||||
|
color.a = 1.0f;
|
||||||
|
}
|
|
@ -6,6 +6,8 @@
|
||||||
|
|
||||||
#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
|
#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
|
||||||
#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
|
#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
|
||||||
|
#include "video_core/host_shaders/convert_d24s8_to_b10g11r11_frag_spv.h"
|
||||||
|
#include "video_core/host_shaders/convert_d24s8_to_r16g16_frag_spv.h"
|
||||||
#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
|
#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
|
||||||
#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
|
#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
|
||||||
#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
|
#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
|
||||||
|
@ -358,6 +360,8 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
|
||||||
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
|
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
|
||||||
convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
|
convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
|
||||||
convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
|
convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
|
||||||
|
convert_d24s8_to_b10g11r11_frag(BuildShader(device, CONVERT_D24S8_TO_B10G11R11_FRAG_SPV)),
|
||||||
|
convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
|
||||||
linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
|
linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
|
||||||
nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
|
nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
|
||||||
if (device.IsExtShaderStencilExportSupported()) {
|
if (device.IsExtShaderStencilExportSupported()) {
|
||||||
|
@ -469,6 +473,24 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
||||||
down_shift);
|
down_shift);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer,
|
||||||
|
ImageView& src_image_view, u32 up_scale,
|
||||||
|
u32 down_shift) {
|
||||||
|
ConvertPipelineEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
|
||||||
|
convert_d24s8_to_b10g11r11_frag, false);
|
||||||
|
ConvertDepthStencil(*convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer, src_image_view,
|
||||||
|
up_scale, down_shift);
|
||||||
|
}
|
||||||
|
|
||||||
|
void BlitImageHelper::ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer,
|
||||||
|
ImageView& src_image_view, u32 up_scale,
|
||||||
|
u32 down_shift) {
|
||||||
|
ConvertPipelineEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
|
||||||
|
convert_d24s8_to_r16g16_frag, false);
|
||||||
|
ConvertDepthStencil(*convert_d24s8_to_r16g16_pipeline, dst_framebuffer, src_image_view,
|
||||||
|
up_scale, down_shift);
|
||||||
|
}
|
||||||
|
|
||||||
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||||
const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
||||||
const VkPipelineLayout layout = *one_texture_pipeline_layout;
|
const VkPipelineLayout layout = *one_texture_pipeline_layout;
|
||||||
|
|
|
@ -62,6 +62,12 @@ public:
|
||||||
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
||||||
u32 up_scale, u32 down_shift);
|
u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
|
void ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
||||||
|
u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
|
void ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
||||||
|
u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||||
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
|
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
|
||||||
|
@ -97,6 +103,8 @@ private:
|
||||||
vk::ShaderModule convert_float_to_depth_frag;
|
vk::ShaderModule convert_float_to_depth_frag;
|
||||||
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
||||||
vk::ShaderModule convert_d24s8_to_abgr8_frag;
|
vk::ShaderModule convert_d24s8_to_abgr8_frag;
|
||||||
|
vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
|
||||||
|
vk::ShaderModule convert_d24s8_to_r16g16_frag;
|
||||||
vk::Sampler linear_sampler;
|
vk::Sampler linear_sampler;
|
||||||
vk::Sampler nearest_sampler;
|
vk::Sampler nearest_sampler;
|
||||||
|
|
||||||
|
@ -110,6 +118,8 @@ private:
|
||||||
vk::Pipeline convert_r16_to_d16_pipeline;
|
vk::Pipeline convert_r16_to_d16_pipeline;
|
||||||
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
||||||
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
|
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
|
||||||
|
vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
|
||||||
|
vk::Pipeline convert_d24s8_to_r16g16_pipeline;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Vulkan
|
} // namespace Vulkan
|
||||||
|
|
|
@ -887,6 +887,16 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
||||||
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view, up_scale, down_shift);
|
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view, up_scale, down_shift);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case PixelFormat::B10G11R11_FLOAT:
|
||||||
|
if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
|
||||||
|
return blit_image_helper.ConvertD24S8ToB10G11R11(dst, src_view, up_scale, down_shift);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case PixelFormat::R16G16_UNORM:
|
||||||
|
if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
|
||||||
|
return blit_image_helper.ConvertD24S8ToR16G16(dst, src_view, up_scale, down_shift);
|
||||||
|
}
|
||||||
|
break;
|
||||||
case PixelFormat::R32_FLOAT:
|
case PixelFormat::R32_FLOAT:
|
||||||
if (src_view.format == PixelFormat::D32_FLOAT) {
|
if (src_view.format == PixelFormat::D32_FLOAT) {
|
||||||
return blit_image_helper.ConvertD32ToR32(dst, src_view, up_scale, down_shift);
|
return blit_image_helper.ConvertD32ToR32(dst, src_view, up_scale, down_shift);
|
||||||
|
|
Reference in New Issue