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TextureCache: Implement additional D24S8 convertions.

This commit is contained in:
Fernando Sahmkow 2021-11-19 06:27:44 +01:00
parent 0ff228405f
commit b805c7bf05
6 changed files with 86 additions and 0 deletions

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@ -12,6 +12,8 @@ set(SHADER_FILES
block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag
convert_d24s8_to_abgr8.frag
convert_d24s8_to_b10g11r11.frag
convert_d24s8_to_r16g16.frag
convert_depth_to_float.frag
convert_float_to_depth.frag
full_screen_triangle.vert

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@ -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;
}

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@ -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;
}

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@ -6,6 +6,8 @@
#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_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_float_to_depth_frag_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_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_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>)),
nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
if (device.IsExtShaderStencilExportSupported()) {
@ -469,6 +473,24 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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,
const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
const VkPipelineLayout layout = *one_texture_pipeline_layout;

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@ -62,6 +62,12 @@ public:
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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:
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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_abgr8_to_d24s8_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 nearest_sampler;
@ -110,6 +118,8 @@ private:
vk::Pipeline convert_r16_to_d16_pipeline;
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
vk::Pipeline convert_d24s8_to_r16g16_pipeline;
};
} // namespace Vulkan

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@ -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);
}
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:
if (src_view.format == PixelFormat::D32_FLOAT) {
return blit_image_helper.ConvertD32ToR32(dst, src_view, up_scale, down_shift);