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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
TextureCache: Add B10G11R11 to D24S8 converter.
This commit is contained in:
parent
6f896d1fae
commit
1d5e6a51d7
5 changed files with 84 additions and 13 deletions
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@ -11,6 +11,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_b10g11r11_to_d24s8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_b10g11r11.frag
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convert_d24s8_to_r16g16.frag
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src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
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src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
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@ -0,0 +1,19 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22)
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| (uint(color.g * (exp2(11) - 1.0f)) << 11)
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| (uint(color.r * (exp2(11) - 1.0f)));
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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}
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_b10g11r11_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_b10g11r11_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_r16g16_frag_spv.h"
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@ -359,6 +360,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_b10g11r11_to_d24s8_frag(BuildShader(device, CONVERT_B10G11R11_TO_D24S8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_b10g11r11_frag(BuildShader(device, CONVERT_D24S8_TO_B10G11R11_FRAG_SPV)),
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convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
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@ -459,16 +461,25 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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void BlitImageHelper::ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineDepthTargetEx(convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_b10g11r11_to_d24s8_frag, true);
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Convert(*convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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@ -476,8 +487,8 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_b10g11r11_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_b10g11r11_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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@ -485,8 +496,8 @@ void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer
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void BlitImageHelper::ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_r16g16_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_r16g16_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_r16g16_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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@ -540,7 +551,7 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
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void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkPipelineLayout layout = *two_textures_pipeline_layout;
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const VkImageView src_depth_view = src_image_view.DepthView();
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const VkImageView src_stencil_view = src_image_view.StencilView();
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const VkSampler sampler = *nearest_sampler;
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@ -727,8 +738,37 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend
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});
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}
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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if (pipeline) {
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *module);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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});
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}
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void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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if (pipeline) {
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return;
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}
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@ -59,6 +59,9 @@ public:
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void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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void ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale, u32 down_shift);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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@ -83,8 +86,11 @@ private:
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void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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void ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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void ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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const Device& device;
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VKScheduler& scheduler;
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@ -102,6 +108,7 @@ private:
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vk::ShaderModule convert_depth_to_float_frag;
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vk::ShaderModule convert_float_to_depth_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_b10g11r11_to_d24s8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
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vk::ShaderModule convert_d24s8_to_r16g16_frag;
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@ -117,6 +124,7 @@ private:
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vk::Pipeline convert_d16_to_r16_pipeline;
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vk::Pipeline convert_r16_to_d16_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_b10g11r11_to_d24s8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
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vk::Pipeline convert_d24s8_to_r16g16_pipeline;
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@ -912,6 +912,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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src_view.format == PixelFormat::B8G8R8A8_UNORM) {
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return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view, up_scale, down_shift);
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}
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if (src_view.format == PixelFormat::B10G11R11_FLOAT) {
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return blit_image_helper.ConvertB10G11R11ToD24S8(dst, src_view, up_scale, down_shift);
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}
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break;
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case PixelFormat::D32_FLOAT:
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if (src_view.format == PixelFormat::R32_FLOAT) {
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