mirror of
https://github.com/pineappleEA/pineapple-src.git
synced 2024-11-25 11:28:26 -05:00
early-access version 2218
This commit is contained in:
parent
a2f1691754
commit
5ba3e92e3f
@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 2215.
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This is the source code for early-access 2218.
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## Legal Notice
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@ -12,6 +12,8 @@ set(SHADER_FILES
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_b10g11r11.frag
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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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full_screen_triangle.vert
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src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
Executable file
21
src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
Executable file
@ -0,0 +1,21 @@
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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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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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color.b = float(depth >> 22) / (exp2(10) - 1.0);
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color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
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color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
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color.a = 1.0f;
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}
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src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
Executable file
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src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
Executable file
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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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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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color.r = float(depth >> 16) / (exp2(16) - 1.0);
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color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
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color.b = 0.0f;
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color.a = 1.0f;
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}
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@ -319,12 +319,13 @@ void AttachTexture(GLuint fbo, GLenum attachment, const ImageView* image_view) {
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}
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}
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OGLTexture MakeImage(const VideoCommon::ImageInfo& info, GLenum gl_internal_format,
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GLsizei gl_num_levels) {
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OGLTexture MakeImage(const VideoCommon::ImageInfo& info, GLenum gl_internal_format) {
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const GLenum target = ImageTarget(info);
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const GLsizei width = info.size.width;
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const GLsizei height = info.size.height;
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const GLsizei depth = info.size.depth;
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const int max_host_mip_levels = std::bit_width(info.size.width);
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const GLsizei num_levels = std::min(info.resources.levels, max_host_mip_levels);
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const GLsizei num_layers = info.resources.layers;
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const GLsizei num_samples = info.num_samples;
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@ -336,10 +337,10 @@ OGLTexture MakeImage(const VideoCommon::ImageInfo& info, GLenum gl_internal_form
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}
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switch (target) {
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case GL_TEXTURE_1D_ARRAY:
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glTextureStorage2D(handle, gl_num_levels, gl_internal_format, width, num_layers);
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glTextureStorage2D(handle, num_levels, gl_internal_format, width, num_layers);
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break;
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case GL_TEXTURE_2D_ARRAY:
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glTextureStorage3D(handle, gl_num_levels, gl_internal_format, width, height, num_layers);
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glTextureStorage3D(handle, num_levels, gl_internal_format, width, height, num_layers);
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break;
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
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// TODO: Where should 'fixedsamplelocations' come from?
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@ -349,10 +350,10 @@ OGLTexture MakeImage(const VideoCommon::ImageInfo& info, GLenum gl_internal_form
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break;
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}
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case GL_TEXTURE_RECTANGLE:
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glTextureStorage2D(handle, gl_num_levels, gl_internal_format, width, height);
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glTextureStorage2D(handle, num_levels, gl_internal_format, width, height);
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break;
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case GL_TEXTURE_3D:
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glTextureStorage3D(handle, gl_num_levels, gl_internal_format, width, height, depth);
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glTextureStorage3D(handle, num_levels, gl_internal_format, width, height, depth);
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break;
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case GL_TEXTURE_BUFFER:
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UNREACHABLE();
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@ -697,9 +698,7 @@ Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_,
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gl_format = tuple.format;
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gl_type = tuple.type;
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}
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const int max_host_mip_levels = std::bit_width(info.size.width);
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gl_num_levels = std::min(info.resources.levels, max_host_mip_levels);
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texture = MakeImage(info, gl_internal_format, gl_num_levels);
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texture = MakeImage(info, gl_internal_format);
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current_texture = texture.handle;
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if (runtime->device.HasDebuggingToolAttached()) {
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const std::string name = VideoCommon::Name(*this);
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@ -727,9 +726,6 @@ void Image::UploadMemory(const ImageBufferMap& map,
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u32 current_image_height = std::numeric_limits<u32>::max();
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for (const VideoCommon::BufferImageCopy& copy : copies) {
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if (copy.image_subresource.base_level >= gl_num_levels) {
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continue;
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}
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if (current_row_length != copy.buffer_row_length) {
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current_row_length = copy.buffer_row_length;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, current_row_length);
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@ -759,9 +755,6 @@ void Image::DownloadMemory(ImageBufferMap& map,
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u32 current_image_height = std::numeric_limits<u32>::max();
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for (const VideoCommon::BufferImageCopy& copy : copies) {
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if (copy.image_subresource.base_level >= gl_num_levels) {
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continue;
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}
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if (current_row_length != copy.buffer_row_length) {
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current_row_length = copy.buffer_row_length;
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glPixelStorei(GL_PACK_ROW_LENGTH, current_row_length);
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@ -801,7 +794,7 @@ GLuint Image::StorageHandle() noexcept {
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}
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store_view.Create();
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glTextureView(store_view.handle, ImageTarget(info), current_texture, GL_RGBA8, 0,
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gl_num_levels, 0, info.resources.layers);
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info.resources.levels, 0, info.resources.layers);
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return store_view.handle;
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default:
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return current_texture;
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@ -971,7 +964,7 @@ void Image::Scale(bool up_scale) {
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auto dst_info = info;
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dst_info.size.width = scaled_width;
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dst_info.size.height = scaled_height;
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upscaled_backup = MakeImage(dst_info, gl_internal_format, gl_num_levels);
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upscaled_backup = MakeImage(dst_info, gl_internal_format);
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}
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const u32 src_width = up_scale ? original_width : scaled_width;
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const u32 src_height = up_scale ? original_height : scaled_height;
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@ -221,7 +221,6 @@ private:
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GLenum gl_internal_format = GL_NONE;
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GLenum gl_format = GL_NONE;
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GLenum gl_type = GL_NONE;
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GLsizei gl_num_levels{};
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TextureCacheRuntime* runtime{};
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GLuint current_texture{};
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};
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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_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_b10g11r11_frag_spv.h"
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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/full_screen_triangle_vert_spv.h"
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@ -358,6 +360,8 @@ 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_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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linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
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nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
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if (device.IsExtShaderStencilExportSupported()) {
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@ -469,6 +473,24 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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down_shift);
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}
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void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_b10g11r11_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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void BlitImageHelper::ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_r16g16_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_r16g16_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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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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void ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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void ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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private:
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void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale, u32 down_shift);
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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_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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vk::Sampler linear_sampler;
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vk::Sampler nearest_sampler;
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@ -110,6 +118,8 @@ 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_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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};
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} // namespace Vulkan
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return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view, up_scale, down_shift);
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}
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break;
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case PixelFormat::B10G11R11_FLOAT:
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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return blit_image_helper.ConvertD24S8ToB10G11R11(dst, src_view, up_scale, down_shift);
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}
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break;
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case PixelFormat::R16G16_UNORM:
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if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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return blit_image_helper.ConvertD24S8ToR16G16(dst, src_view, up_scale, down_shift);
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}
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break;
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case PixelFormat::R32_FLOAT:
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if (src_view.format == PixelFormat::D32_FLOAT) {
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return blit_image_helper.ConvertD32ToR32(dst, src_view, up_scale, down_shift);
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return ImageId{};
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}
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}
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const bool broken_views = runtime.HasBrokenTextureViewFormats();
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const bool broken_views =
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runtime.HasBrokenTextureViewFormats() || True(options & RelaxedOptions::ForceBrokenViews);
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const bool native_bgr = runtime.HasNativeBgr();
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ImageId image_id;
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const auto lambda = [&](ImageId existing_image_id, ImageBase& existing_image) {
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@ -1096,7 +1097,12 @@ typename TextureCache<P>::BlitImages TextureCache<P>::GetBlitImages(
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continue;
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}
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src_id = FindOrInsertImage(src_info, src_addr);
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dst_id = FindOrInsertImage(dst_info, dst_addr);
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RelaxedOptions dst_options{};
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if (src_info.num_samples > 1) {
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// it's a resolve, we must enforce the same format.
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dst_options = RelaxedOptions::ForceBrokenViews;
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}
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dst_id = FindOrInsertImage(dst_info, dst_addr, dst_options);
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} while (has_deleted_images);
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return BlitImages{
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.dst_id = dst_id,
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Size = 1 << 0,
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Format = 1 << 1,
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Samples = 1 << 2,
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ForceBrokenViews = 1 << 3,
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};
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DECLARE_ENUM_FLAG_OPERATORS(RelaxedOptions)
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