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https://github.com/yuzu-emu/yuzu.git
synced 2024-11-15 08:10:05 +00:00
Changes based on hardware tests
Removes unnecessary d32f to bgra shader and blit functions, update vk_texture_cache to use abgr shader for d32f to BGRA formats updates abgr to d32f shader to comply with hardware tests
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07143ce15c
commit
326ebbb2fa
@ -21,7 +21,6 @@ set(SHADER_FILES
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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_bgra8.frag
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convert_d24s8_to_abgr8.frag
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2023 Your Project
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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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@ -9,10 +9,7 @@ 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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uvec4 bytes = uvec4(color * (exp2(8) - 1.0f)) << uvec4(24, 16, 8, 0);
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uint depth_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
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float value = color.a * (color.r + color.g + color.b) / 3.0f;
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float depth_float = uintBitsToFloat(depth_unorm);
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gl_FragDepth = depth_float;
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gl_FragDepth = value;
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}
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@ -1,15 +0,0 @@
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// SPDX-FileCopyrightText: Copyright 2021 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 depth_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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float depth = texelFetch(depth_tex, coord, 0).r;
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color = vec4(depth, depth, depth, 1.0);
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color = color.bgra; // Swap color channels for BGRA format
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}
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@ -11,7 +11,6 @@
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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_d32f_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d32f_to_bgra8_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_s8d24_to_abgr8_frag_spv.h"
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@ -440,7 +439,6 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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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_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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convert_d32f_to_bgra8_frag(BuildShader(device, CONVERT_D32F_TO_BGRA8_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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@ -591,13 +589,6 @@ void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
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ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d32f_to_bgra8_pipeline, dst_framebuffer->RenderPass(),
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convert_d32f_to_bgra8_frag);
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ConvertDepthStencil(*convert_d32f_to_bgra8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
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const std::array<f32, 4>& clear_color,
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const Region2D& dst_region) {
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@ -75,8 +75,6 @@ public:
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void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
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const std::array<f32, 4>& clear_color, const Region2D& dst_region);
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@ -138,7 +136,6 @@ private:
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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_s8d24_to_abgr8_frag;
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vk::ShaderModule convert_d32f_to_bgra8_frag;
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vk::Sampler linear_sampler;
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vk::Sampler nearest_sampler;
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@ -159,7 +156,6 @@ private:
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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_s8d24_to_abgr8_pipeline;
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vk::Pipeline convert_d32f_to_bgra8_pipeline;
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};
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} // namespace Vulkan
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@ -1211,12 +1211,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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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.ConvertD32FToBGRA8(dst, src_view);
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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.ConvertD32FToBGRA8(dst, src_view);
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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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