Rasterizer cache refactor v2 (#6479)
* rasterizer_cache: Switch to template * Eliminates all opengl references in the rasterizer cache headers thus completing the backend abstraction * rasterizer_cache: Switch to page table * Surface storage isn't particularly interval sensitive so we can use a page table to make it faster * rasterizer_cache: Move sampler management out of rasterizer cache * rasterizer_cache: Remove shared_ptr usage * Switches to yuzu's slot vector for improved memory locality. * rasterizer_cache: Rework reinterpretation lookup * citra_qt: Per game texture filter * rasterizer_cache: Log additional settings * gl_texture_runtime: Resolve shadow map comment * rasterizer_cache: Don't use float for viewport * gl_texture_runtime: Fix custom allocation recycling * rasterizer_cache: Minor cleanups * Cleanup texture cubes when all the faces have been unregistered from the cache * custom_tex_manager: Allow multiple hash mappings per texture * code: Move slot vector to common * rasterizer_cache: Prevent texture cube crashes * rasterizer_cache: Improve mipmap validation * CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works * gl_blit_handler: Unbind sampler on reinterpretation
This commit is contained in:
@@ -4,29 +4,18 @@
|
||||
|
||||
//? #version 430 core
|
||||
|
||||
layout(location = 0) in mediump vec2 dst_coord;
|
||||
layout(location = 0) in mediump vec2 tex_coord;
|
||||
layout(location = 0) out lowp vec4 frag_color;
|
||||
|
||||
layout(binding = 0) uniform highp sampler2D depth;
|
||||
layout(binding = 1) uniform lowp usampler2D stencil;
|
||||
uniform mediump ivec2 dst_size;
|
||||
uniform mediump ivec2 src_size;
|
||||
uniform mediump ivec2 src_offset;
|
||||
|
||||
void main() {
|
||||
mediump ivec2 tex_coord;
|
||||
if (src_size == dst_size) {
|
||||
tex_coord = ivec2(dst_coord);
|
||||
} else {
|
||||
highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
|
||||
mediump int y = tex_index / src_size.x;
|
||||
tex_coord = ivec2(tex_index - y * src_size.x, y);
|
||||
}
|
||||
tex_coord -= src_offset;
|
||||
|
||||
mediump vec2 coord = tex_coord * vec2(textureSize(depth, 0));
|
||||
mediump ivec2 tex_icoord = ivec2(coord);
|
||||
highp uint depth_val =
|
||||
uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0));
|
||||
lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x;
|
||||
uint(texelFetch(depth, tex_icoord, 0).x * (exp2(32.0) - 1.0));
|
||||
lowp uint stencil_val = texelFetch(stencil, tex_icoord, 0).x;
|
||||
highp uvec4 components =
|
||||
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
|
||||
frag_color = vec4(components) / (exp2(8.0) - 1.0);
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
layout(location = 0) out vec2 dst_coord;
|
||||
|
||||
uniform mediump ivec2 dst_size;
|
||||
layout(location = 0) uniform mediump ivec2 dst_size;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
@@ -4,26 +4,15 @@
|
||||
|
||||
//? #version 430 core
|
||||
|
||||
layout(location = 0) in mediump vec2 dst_coord;
|
||||
layout(location = 0) in mediump vec2 tex_coord;
|
||||
layout(location = 0) out lowp vec4 frag_color;
|
||||
|
||||
layout(binding = 0) uniform lowp sampler2D source;
|
||||
uniform mediump ivec2 dst_size;
|
||||
uniform mediump ivec2 src_size;
|
||||
uniform mediump ivec2 src_offset;
|
||||
|
||||
void main() {
|
||||
mediump ivec2 tex_coord;
|
||||
if (src_size == dst_size) {
|
||||
tex_coord = ivec2(dst_coord);
|
||||
} else {
|
||||
highp int tex_index = int(dst_coord.y) * dst_size.x + int(dst_coord.x);
|
||||
mediump int y = tex_index / src_size.x;
|
||||
tex_coord = ivec2(tex_index - y * src_size.x, y);
|
||||
}
|
||||
tex_coord -= src_offset;
|
||||
|
||||
lowp ivec4 rgba4 = ivec4(texelFetch(source, tex_coord, 0) * (exp2(4.0) - 1.0));
|
||||
mediump vec2 coord = tex_coord * vec2(textureSize(source, 0));
|
||||
mediump ivec2 tex_icoord = ivec2(coord);
|
||||
lowp ivec4 rgba4 = ivec4(texelFetch(source, tex_icoord, 0) * (exp2(4.0) - 1.0));
|
||||
lowp ivec3 rgb5 =
|
||||
((rgba4.rgb << ivec3(1, 2, 3)) | (rgba4.gba >> ivec3(3, 2, 1))) & 0x1F;
|
||||
frag_color = vec4(vec3(rgb5) / (exp2(5.0) - 1.0), rgba4.a & 0x01);
|
||||
|
||||
Reference in New Issue
Block a user