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Implement missing formats for Bravely Default 2

This commit is contained in:
Squall-Leonhart 2023-10-15 20:43:48 +11:00
parent 51b89fddd0
commit 7a986d731b
5 changed files with 44 additions and 0 deletions

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@ -20,6 +20,7 @@ set(SHADER_FILES
block_linear_unswizzle_3d.comp block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag convert_abgr8_to_d24s8.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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@ -0,0 +1,15 @@
// 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 = textureLod(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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@ -13,6 +13,7 @@
#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"
#include "video_core/host_shaders/convert_d32f_to_bgra8_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"
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h" #include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
#include "video_core/host_shaders/vulkan_color_clear_frag_spv.h" #include "video_core/host_shaders/vulkan_color_clear_frag_spv.h"
@ -437,6 +438,7 @@ 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>)) {}
@ -580,6 +582,13 @@ 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_abgr8_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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@ -73,6 +73,8 @@ 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);
@ -133,6 +135,7 @@ 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;
@ -152,6 +155,7 @@ 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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@ -1193,6 +1193,11 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
return blit_image_helper.ConvertD16ToR16(dst, src_view); return blit_image_helper.ConvertD16ToR16(dst, src_view);
} }
break; break;
case PixelFormat::A8B8G8R8_SRGB:
if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
}
break;
case PixelFormat::A8B8G8R8_UNORM: case PixelFormat::A8B8G8R8_UNORM:
if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) { if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view); return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
@ -1204,6 +1209,16 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
return blit_image_helper.ConvertD32FToABGR8(dst, src_view); return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
} }
break; break;
case PixelFormat::B8G8R8A8_SRGB:
if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32FToBGRA8(dst, src_view);
}
break;
case PixelFormat::B8G8R8A8_UNORM:
if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32FToBGRA8(dst, src_view);
}
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); return blit_image_helper.ConvertD32ToR32(dst, src_view);