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TextureCache: Add R16G16 to D24S8 converter.
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parent
1d5e6a51d7
commit
e02cff2f69
@ -17,6 +17,7 @@ set(SHADER_FILES
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convert_d24s8_to_r16g16.frag
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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convert_r16g16_to_d24s8.frag
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full_screen_triangle.vert
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fxaa.frag
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fxaa.vert
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18
src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
Normal file
18
src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
Normal file
@ -0,0 +1,18 @@
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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.r * (exp2(16) - 1.0f)) << 16)
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| (uint(color.g * (exp2(16) - 1.0f)) << 16);
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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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@ -11,6 +11,7 @@
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#include "video_core/host_shaders/convert_d24s8_to_r16g16_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_float_to_depth_frag_spv.h"
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#include "video_core/host_shaders/convert_r16g16_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
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@ -361,6 +362,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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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_r16g16_to_d24s8_frag(BuildShader(device, CONVERT_R16G16_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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@ -476,6 +478,15 @@ void BlitImageHelper::ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer
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down_shift);
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}
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void BlitImageHelper::ConvertR16G16ToD24S8(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_r16g16_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_r16g16_to_d24s8_frag, true);
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Convert(*convert_r16g16_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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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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@ -62,6 +62,9 @@ public:
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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 ConvertR16G16ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
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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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@ -109,6 +112,7 @@ private:
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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_r16g16_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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@ -125,6 +129,7 @@ private:
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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_r16g16_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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@ -915,6 +915,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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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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if (src_view.format == PixelFormat::R16G16_UNORM) {
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return blit_image_helper.ConvertR16G16ToD24S8(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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