mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-12-27 10:50:57 +01:00
Vulkan: implement D24S8 <-> RGBA8 convertions.
This commit is contained in:
parent
0bc46fedd6
commit
2ec7fcecb7
6 changed files with 166 additions and 0 deletions
|
@ -10,6 +10,8 @@ set(SHADER_FILES
|
|||
astc_decoder.comp
|
||||
block_linear_unswizzle_2d.comp
|
||||
block_linear_unswizzle_3d.comp
|
||||
convert_abgr8_to_d24s8.frag
|
||||
convert_d24s8_to_abgr8.frag
|
||||
convert_depth_to_float.frag
|
||||
convert_float_to_depth.frag
|
||||
full_screen_triangle.vert
|
||||
|
|
17
src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
Normal file
17
src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
Normal file
|
@ -0,0 +1,17 @@
|
|||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
// #extension GL_ARB_shader_stencil_export : require
|
||||
|
||||
layout(binding = 0) uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
|
||||
uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
|
||||
|
||||
gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
|
||||
// gl_FragStencilRefARB = int(color.a);
|
||||
}
|
21
src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
Normal file
21
src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
Normal file
|
@ -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(8) - 1.0);
|
||||
color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0);
|
||||
color.b = float(depth & 0x00FF) / (exp2(8) - 1.0);
|
||||
color.a = float(stencil) / (exp2(8) - 1.0);
|
||||
}
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
#include <algorithm>
|
||||
|
||||
#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_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"
|
||||
|
@ -354,6 +356,8 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
|
|||
blit_color_to_color_frag(BuildShader(device, VULKAN_BLIT_COLOR_FLOAT_FRAG_SPV)),
|
||||
convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_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_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_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()) {
|
||||
|
@ -448,6 +452,23 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
|
|||
Convert(*convert_r16_to_d16_pipeline, dst_framebuffer, src_image_view, up_scale, down_shift);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view, u32 up_scale,
|
||||
u32 down_shift) {
|
||||
ConvertPipelineEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
|
||||
convert_abgr8_to_d24s8_frag, true);
|
||||
Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
|
||||
down_shift);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
||||
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
||||
ConvertPipelineEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
||||
convert_d24s8_to_abgr8_frag, false);
|
||||
ConvertDepthStencil(*convert_d24s8_to_abgr8_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;
|
||||
|
@ -495,6 +516,54 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
|
|||
scheduler.InvalidateState();
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
||||
const VkPipelineLayout layout = *one_texture_pipeline_layout;
|
||||
const VkImageView src_depth_view = src_image_view.DepthView();
|
||||
const VkImageView src_stencil_view = src_image_view.StencilView();
|
||||
const VkSampler sampler = *nearest_sampler;
|
||||
const VkExtent2D extent{
|
||||
.width = std::max((src_image_view.size.width * up_scale) >> down_shift, 1U),
|
||||
.height = std::max((src_image_view.size.height * up_scale) >> down_shift, 1U),
|
||||
};
|
||||
scheduler.RequestRenderpass(dst_framebuffer);
|
||||
scheduler.Record([pipeline, layout, sampler, src_depth_view, src_stencil_view, extent, up_scale,
|
||||
down_shift, this](vk::CommandBuffer cmdbuf) {
|
||||
const VkOffset2D offset{
|
||||
.x = 0,
|
||||
.y = 0,
|
||||
};
|
||||
const VkViewport viewport{
|
||||
.x = 0.0f,
|
||||
.y = 0.0f,
|
||||
.width = static_cast<float>(extent.width),
|
||||
.height = static_cast<float>(extent.height),
|
||||
.minDepth = 0.0f,
|
||||
.maxDepth = 0.0f,
|
||||
};
|
||||
const VkRect2D scissor{
|
||||
.offset = offset,
|
||||
.extent = extent,
|
||||
};
|
||||
const PushConstants push_constants{
|
||||
.tex_scale = {viewport.width, viewport.height},
|
||||
.tex_offset = {0.0f, 0.0f},
|
||||
};
|
||||
const VkDescriptorSet descriptor_set = two_textures_descriptor_allocator.Commit();
|
||||
UpdateTwoTexturesDescriptorSet(device, descriptor_set, sampler, src_depth_view,
|
||||
src_stencil_view);
|
||||
// TODO: Barriers
|
||||
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set,
|
||||
nullptr);
|
||||
cmdbuf.SetViewport(0, viewport);
|
||||
cmdbuf.SetScissor(0, scissor);
|
||||
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT, push_constants);
|
||||
cmdbuf.Draw(3, 1, 0, 0);
|
||||
});
|
||||
scheduler.InvalidateState();
|
||||
}
|
||||
|
||||
VkPipeline BlitImageHelper::FindOrEmplaceColorPipeline(const BlitImagePipelineKey& key) {
|
||||
const auto it = std::ranges::find(blit_color_keys, key);
|
||||
if (it != blit_color_keys.end()) {
|
||||
|
@ -636,4 +705,33 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend
|
|||
});
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
|
||||
vk::ShaderModule& module, bool single_texture) {
|
||||
if (pipeline) {
|
||||
return;
|
||||
}
|
||||
const std::array stages = MakeStages(*full_screen_vert, *module);
|
||||
pipeline = device.GetLogical().CreateGraphicsPipeline({
|
||||
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.stageCount = static_cast<u32>(stages.size()),
|
||||
.pStages = stages.data(),
|
||||
.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
|
||||
.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
|
||||
.pTessellationState = nullptr,
|
||||
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
|
||||
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
|
||||
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
|
||||
.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
|
||||
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
|
||||
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
|
||||
.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
|
||||
.renderPass = renderpass,
|
||||
.subpass = 0,
|
||||
.basePipelineHandle = VK_NULL_HANDLE,
|
||||
.basePipelineIndex = 0,
|
||||
});
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
|
@ -56,10 +56,19 @@ public:
|
|||
void ConvertR16ToD16(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
|
||||
u32 up_scale, u32 down_shift);
|
||||
|
||||
void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
|
||||
u32 up_scale, u32 down_shift);
|
||||
|
||||
void ConvertD24S8ToABGR8(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);
|
||||
|
||||
void ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||
ImageView& src_image_view, u32 up_scale, u32 down_shift);
|
||||
|
||||
[[nodiscard]] VkPipeline FindOrEmplaceColorPipeline(const BlitImagePipelineKey& key);
|
||||
|
||||
[[nodiscard]] VkPipeline FindOrEmplaceDepthStencilPipeline(const BlitImagePipelineKey& key);
|
||||
|
@ -68,6 +77,9 @@ private:
|
|||
|
||||
void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
|
||||
|
||||
void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
|
||||
vk::ShaderModule& module, bool single_texture);
|
||||
|
||||
const Device& device;
|
||||
VKScheduler& scheduler;
|
||||
StateTracker& state_tracker;
|
||||
|
@ -83,6 +95,8 @@ private:
|
|||
vk::ShaderModule blit_depth_stencil_frag;
|
||||
vk::ShaderModule convert_depth_to_float_frag;
|
||||
vk::ShaderModule convert_float_to_depth_frag;
|
||||
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
||||
vk::ShaderModule convert_d24s8_to_abgr8_frag;
|
||||
vk::Sampler linear_sampler;
|
||||
vk::Sampler nearest_sampler;
|
||||
|
||||
|
@ -94,6 +108,8 @@ private:
|
|||
vk::Pipeline convert_r32_to_d32_pipeline;
|
||||
vk::Pipeline convert_d16_to_r16_pipeline;
|
||||
vk::Pipeline convert_r16_to_d16_pipeline;
|
||||
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
||||
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
|
@ -881,6 +881,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
|||
return blit_image_helper.ConvertD16ToR16(dst, src_view, up_scale, down_shift);
|
||||
}
|
||||
break;
|
||||
case PixelFormat::A8B8G8R8_UNORM:
|
||||
case PixelFormat::B8G8R8A8_UNORM:
|
||||
if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
|
||||
return blit_image_helper.ConvertD24S8ToABGR8(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);
|
||||
|
@ -891,6 +897,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
|||
return blit_image_helper.ConvertR16ToD16(dst, src_view, up_scale, down_shift);
|
||||
}
|
||||
break;
|
||||
case PixelFormat::S8_UINT_D24_UNORM:
|
||||
if (src_view.format == PixelFormat::A8B8G8R8_UNORM ||
|
||||
src_view.format == PixelFormat::B8G8R8A8_UNORM) {
|
||||
return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view, up_scale, down_shift);
|
||||
}
|
||||
break;
|
||||
case PixelFormat::D32_FLOAT:
|
||||
if (src_view.format == PixelFormat::R32_FLOAT) {
|
||||
return blit_image_helper.ConvertR32ToD32(dst, src_view, up_scale, down_shift);
|
||||
|
|
Loading…
Reference in a new issue