mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-12 19:24:22 +01:00
Implements D32_Float to A8B8G8R8_UNORM format copy
Corrects some visual issues in games such as Disney SpeedStorm
This commit is contained in:
parent
7a0da729b4
commit
9568d3bc60
@ -19,6 +19,7 @@ set(SHADER_FILES
|
||||
block_linear_unswizzle_2d.comp
|
||||
block_linear_unswizzle_3d.comp
|
||||
convert_abgr8_to_d24s8.frag
|
||||
convert_d32f_to_abgr8.frag
|
||||
convert_d24s8_to_abgr8.frag
|
||||
convert_depth_to_float.frag
|
||||
convert_float_to_depth.frag
|
||||
|
14
src/video_core/host_shaders/convert_d32f_to_abgr8.frag
Normal file
14
src/video_core/host_shaders/convert_d32f_to_abgr8.frag
Normal file
@ -0,0 +1,14 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#version 450
|
||||
|
||||
layout(binding = 0) uniform sampler2D depth_tex;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main() {
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
float depth = textureLod(depth_tex, coord, 0).r;
|
||||
color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color
|
||||
}
|
@ -8,6 +8,7 @@
|
||||
#include "common/settings.h"
|
||||
#include "video_core/host_shaders/blit_color_float_frag_spv.h"
|
||||
#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
|
||||
#include "video_core/host_shaders/convert_d32f_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_float_to_depth_frag_spv.h"
|
||||
@ -433,6 +434,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
|
||||
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_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_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>)),
|
||||
@ -557,6 +559,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
|
||||
Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
|
||||
ImageView& src_image_view) {
|
||||
ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
||||
convert_d32f_to_abgr8_frag);
|
||||
ConvertDepthStencil(*convert_d32f_to_abgr8_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
||||
ImageView& src_image_view) {
|
||||
ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
||||
|
@ -67,6 +67,8 @@ public:
|
||||
|
||||
void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
|
||||
void ConvertD32FToABGR8(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);
|
||||
@ -128,6 +130,7 @@ private:
|
||||
vk::ShaderModule convert_depth_to_float_frag;
|
||||
vk::ShaderModule convert_float_to_depth_frag;
|
||||
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
||||
vk::ShaderModule convert_d32f_to_abgr8_frag;
|
||||
vk::ShaderModule convert_d24s8_to_abgr8_frag;
|
||||
vk::ShaderModule convert_s8d24_to_abgr8_frag;
|
||||
vk::Sampler linear_sampler;
|
||||
@ -146,6 +149,7 @@ private:
|
||||
vk::Pipeline convert_d16_to_r16_pipeline;
|
||||
vk::Pipeline convert_r16_to_d16_pipeline;
|
||||
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
||||
vk::Pipeline convert_d32f_to_abgr8_pipeline;
|
||||
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
|
||||
vk::Pipeline convert_s8d24_to_abgr8_pipeline;
|
||||
};
|
||||
|
@ -1200,6 +1200,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
||||
if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
|
||||
return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
|
||||
}
|
||||
if (src_view.format == PixelFormat::D32_FLOAT) {
|
||||
return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
|
||||
}
|
||||
break;
|
||||
case PixelFormat::R32_FLOAT:
|
||||
if (src_view.format == PixelFormat::D32_FLOAT) {
|
||||
|
Loading…
Reference in New Issue
Block a user