mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
Vulkan: convert S8D24 <-> ABGR8
This commit is contained in:
parent
59d2a38daa
commit
bcc2d7e69b
5 changed files with 41 additions and 2 deletions
|
@ -12,6 +12,7 @@ set(SHADER_FILES
|
||||||
block_linear_unswizzle_3d.comp
|
block_linear_unswizzle_3d.comp
|
||||||
convert_abgr8_to_d24s8.frag
|
convert_abgr8_to_d24s8.frag
|
||||||
convert_d24s8_to_abgr8.frag
|
convert_d24s8_to_abgr8.frag
|
||||||
|
convert_s8d24_to_abgr8.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
|
||||||
|
|
23
src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
Normal file
23
src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
highp uint depth_val =
|
||||||
|
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
||||||
|
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
||||||
|
highp uvec4 components =
|
||||||
|
uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
|
||||||
|
color.rgba = vec4(components) / (exp2(8.0) - 1.0);
|
||||||
|
}
|
|
@ -9,6 +9,7 @@
|
||||||
#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_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/full_screen_triangle_vert_spv.h"
|
#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
|
||||||
#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
|
#include "video_core/host_shaders/vulkan_blit_color_float_frag_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"
|
||||||
|
@ -370,6 +371,7 @@ 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_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_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()) {
|
||||||
|
@ -474,6 +476,13 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
||||||
ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
|
ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
|
||||||
|
ImageView& src_image_view) {
|
||||||
|
ConvertPipelineColorTargetEx(convert_s8d24_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
||||||
|
convert_s8d24_to_abgr8_frag);
|
||||||
|
ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
|
||||||
|
}
|
||||||
|
|
||||||
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||||
const ImageView& src_image_view) {
|
const ImageView& src_image_view) {
|
||||||
const VkPipelineLayout layout = *one_texture_pipeline_layout;
|
const VkPipelineLayout layout = *one_texture_pipeline_layout;
|
||||||
|
|
|
@ -56,6 +56,8 @@ public:
|
||||||
|
|
||||||
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
|
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
|
||||||
|
|
||||||
|
void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||||
const ImageView& src_image_view);
|
const ImageView& src_image_view);
|
||||||
|
@ -99,6 +101,7 @@ 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_s8d24_to_abgr8_frag;
|
||||||
vk::Sampler linear_sampler;
|
vk::Sampler linear_sampler;
|
||||||
vk::Sampler nearest_sampler;
|
vk::Sampler nearest_sampler;
|
||||||
|
|
||||||
|
@ -112,6 +115,7 @@ 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_s8d24_to_abgr8_pipeline;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Vulkan
|
} // namespace Vulkan
|
||||||
|
|
|
@ -1067,10 +1067,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
||||||
}
|
}
|
||||||
break;
|
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) {
|
||||||
src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
|
|
||||||
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
|
return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
|
||||||
}
|
}
|
||||||
|
if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
|
||||||
|
return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case PixelFormat::R32_FLOAT:
|
case PixelFormat::R32_FLOAT:
|
||||||
if (src_view.format == PixelFormat::D32_FLOAT) {
|
if (src_view.format == PixelFormat::D32_FLOAT) {
|
||||||
|
|
Loading…
Reference in a new issue