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Changes based on hardware tests

Removes unnecessary d32f to bgra shader and blit functions,
update vk_texture_cache to use abgr shader for d32f to BGRA formats
updates  abgr to d32f shader to comply with hardware tests
This commit is contained in:
Squall-Leonhart 2023-10-17 02:38:07 +11:00
parent 07143ce15c
commit 326ebbb2fa
6 changed files with 5 additions and 37 deletions

View File

@ -21,7 +21,6 @@ set(SHADER_FILES
convert_abgr8_to_d24s8.frag convert_abgr8_to_d24s8.frag
convert_abgr8_to_d32f.frag convert_abgr8_to_d32f.frag
convert_d32f_to_abgr8.frag convert_d32f_to_abgr8.frag
convert_d32f_to_bgra8.frag
convert_d24s8_to_abgr8.frag convert_d24s8_to_abgr8.frag
convert_depth_to_float.frag convert_depth_to_float.frag
convert_float_to_depth.frag convert_float_to_depth.frag

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@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2023 Your Project // SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
#version 450 #version 450
@ -9,10 +9,7 @@ void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 color = texelFetch(color_texture, coord, 0).abgr; vec4 color = texelFetch(color_texture, coord, 0).abgr;
uvec4 bytes = uvec4(color * (exp2(8) - 1.0f)) << uvec4(24, 16, 8, 0); float value = color.a * (color.r + color.g + color.b) / 3.0f;
uint depth_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
float depth_float = uintBitsToFloat(depth_unorm); gl_FragDepth = value;
gl_FragDepth = depth_float;
} }

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@ -1,15 +0,0 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
layout(binding = 0) uniform sampler2D depth_tex;
layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
float depth = texelFetch(depth_tex, coord, 0).r;
color = vec4(depth, depth, depth, 1.0);
color = color.bgra; // Swap color channels for BGRA format
}

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@ -11,7 +11,6 @@
#include "video_core/host_shaders/convert_abgr8_to_d32f_frag_spv.h" #include "video_core/host_shaders/convert_abgr8_to_d32f_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_d32f_to_abgr8_frag_spv.h" #include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h"
#include "video_core/host_shaders/convert_d32f_to_bgra8_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/convert_s8d24_to_abgr8_frag_spv.h" #include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_spv.h"
@ -440,7 +439,6 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)), convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_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_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)), convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
convert_d32f_to_bgra8_frag(BuildShader(device, CONVERT_D32F_TO_BGRA8_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>)) {}
@ -591,13 +589,6 @@ void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view); ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
} }
void BlitImageHelper::ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer,
ImageView& src_image_view) {
ConvertPipelineColorTargetEx(convert_d32f_to_bgra8_pipeline, dst_framebuffer->RenderPass(),
convert_d32f_to_bgra8_frag);
ConvertDepthStencil(*convert_d32f_to_bgra8_pipeline, dst_framebuffer, src_image_view);
}
void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask, void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
const std::array<f32, 4>& clear_color, const std::array<f32, 4>& clear_color,
const Region2D& dst_region) { const Region2D& dst_region) {

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@ -75,8 +75,6 @@ public:
void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view); void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
void ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
void ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask, void ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
const std::array<f32, 4>& clear_color, const Region2D& dst_region); const std::array<f32, 4>& clear_color, const Region2D& dst_region);
@ -138,7 +136,6 @@ private:
vk::ShaderModule convert_d32f_to_abgr8_frag; vk::ShaderModule convert_d32f_to_abgr8_frag;
vk::ShaderModule convert_d24s8_to_abgr8_frag; vk::ShaderModule convert_d24s8_to_abgr8_frag;
vk::ShaderModule convert_s8d24_to_abgr8_frag; vk::ShaderModule convert_s8d24_to_abgr8_frag;
vk::ShaderModule convert_d32f_to_bgra8_frag;
vk::Sampler linear_sampler; vk::Sampler linear_sampler;
vk::Sampler nearest_sampler; vk::Sampler nearest_sampler;
@ -159,7 +156,6 @@ private:
vk::Pipeline convert_d32f_to_abgr8_pipeline; vk::Pipeline convert_d32f_to_abgr8_pipeline;
vk::Pipeline convert_d24s8_to_abgr8_pipeline; vk::Pipeline convert_d24s8_to_abgr8_pipeline;
vk::Pipeline convert_s8d24_to_abgr8_pipeline; vk::Pipeline convert_s8d24_to_abgr8_pipeline;
vk::Pipeline convert_d32f_to_bgra8_pipeline;
}; };
} // namespace Vulkan } // namespace Vulkan

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@ -1211,12 +1211,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
break; break;
case PixelFormat::B8G8R8A8_SRGB: case PixelFormat::B8G8R8A8_SRGB:
if (src_view.format == PixelFormat::D32_FLOAT) { if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32FToBGRA8(dst, src_view); return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
} }
break; break;
case PixelFormat::B8G8R8A8_UNORM: case PixelFormat::B8G8R8A8_UNORM:
if (src_view.format == PixelFormat::D32_FLOAT) { if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32FToBGRA8(dst, src_view); return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
} }
break; break;
case PixelFormat::R32_FLOAT: case PixelFormat::R32_FLOAT: