Merge pull request #11795 from Squall-Leonhart/D32FToOther
[Vulkan]Implement missing copy formats for D32, ARGB8_SRGB and BGRA8_Unorm/SRGB
This commit is contained in:
commit
c5f1ec8040
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@ -19,6 +19,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_abgr8_to_d24s8.frag
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convert_abgr8_to_d32f.frag
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convert_d32f_to_abgr8.frag
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convert_d32f_to_abgr8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_abgr8.frag
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convert_depth_to_float.frag
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convert_depth_to_float.frag
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@ -0,0 +1,15 @@
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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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).abgr;
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float value = color.a * (color.r + color.g + color.b) / 3.0f;
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gl_FragDepth = value;
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}
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@ -9,6 +9,6 @@ layout(location = 0) out vec4 color;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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float depth = textureLod(depth_tex, coord, 0).r;
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float depth = texelFetch(depth_tex, coord, 0).r;
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color = vec4(depth, depth, depth, 1.0);
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color = vec4(depth, depth, depth, 1.0);
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}
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}
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@ -8,6 +8,7 @@
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#include "common/settings.h"
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#include "common/settings.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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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_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_abgr8_to_d32f_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_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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@ -434,6 +435,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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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_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_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_abgr8_to_d32f_frag(BuildShader(device, CONVERT_ABGR8_TO_D32F_FRAG_SPV)),
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convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)),
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convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_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_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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@ -559,6 +561,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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}
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}
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void BlitImageHelper::ConvertABGR8ToD32F(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view) {
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d32f_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d32f_frag);
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Convert(*convert_abgr8_to_d32f_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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@ -67,6 +67,8 @@ public:
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void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
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void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
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void ConvertABGR8ToD32F(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
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void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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@ -130,6 +132,7 @@ private:
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vk::ShaderModule convert_depth_to_float_frag;
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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_float_to_depth_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_abgr8_to_d32f_frag;
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vk::ShaderModule convert_d32f_to_abgr8_frag;
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vk::ShaderModule convert_d32f_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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@ -149,6 +152,7 @@ private:
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vk::Pipeline convert_d16_to_r16_pipeline;
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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_r16_to_d16_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_abgr8_to_d32f_pipeline;
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vk::Pipeline convert_d32f_to_abgr8_pipeline;
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vk::Pipeline convert_d32f_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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@ -1194,6 +1194,11 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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return blit_image_helper.ConvertD16ToR16(dst, src_view);
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return blit_image_helper.ConvertD16ToR16(dst, src_view);
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}
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}
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break;
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break;
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case PixelFormat::A8B8G8R8_SRGB:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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}
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break;
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case PixelFormat::A8B8G8R8_UNORM:
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case PixelFormat::A8B8G8R8_UNORM:
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
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return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
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@ -1205,6 +1210,16 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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}
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}
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break;
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break;
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case PixelFormat::B8G8R8A8_SRGB:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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}
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break;
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case PixelFormat::B8G8R8A8_UNORM:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
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}
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break;
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case PixelFormat::R32_FLOAT:
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case PixelFormat::R32_FLOAT:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32ToR32(dst, src_view);
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return blit_image_helper.ConvertD32ToR32(dst, src_view);
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@ -1222,6 +1237,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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}
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}
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break;
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break;
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case PixelFormat::D32_FLOAT:
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case PixelFormat::D32_FLOAT:
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if (src_view.format == PixelFormat::A8B8G8R8_UNORM ||
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src_view.format == PixelFormat::B8G8R8A8_UNORM ||
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src_view.format == PixelFormat::A8B8G8R8_SRGB ||
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src_view.format == PixelFormat::B8G8R8A8_SRGB) {
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return blit_image_helper.ConvertABGR8ToD32F(dst, src_view);
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}
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if (src_view.format == PixelFormat::R32_FLOAT) {
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if (src_view.format == PixelFormat::R32_FLOAT) {
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return blit_image_helper.ConvertR32ToD32(dst, src_view);
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return blit_image_helper.ConvertR32ToD32(dst, src_view);
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}
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}
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