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gl_rasterizer_cache: Implement texture format G8R8.
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@ -105,6 +105,7 @@ static constexpr std::array<FormatTuple, SurfaceParams::MaxPixelFormat> tex_form
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{GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_RGB, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
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true}, // BC7U
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_4X4
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // G8R8
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// DepthStencil formats
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{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, ComponentType::UNorm,
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@ -196,8 +197,9 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, Tegra::GPUVAddr),
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MortonCopy<true, PixelFormat::DXT1>, MortonCopy<true, PixelFormat::DXT23>,
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MortonCopy<true, PixelFormat::DXT45>, MortonCopy<true, PixelFormat::DXN1>,
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MortonCopy<true, PixelFormat::BC7U>, MortonCopy<true, PixelFormat::ASTC_2D_4X4>,
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MortonCopy<true, PixelFormat::Z24S8>, MortonCopy<true, PixelFormat::S8Z24>,
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MortonCopy<true, PixelFormat::Z32F>, MortonCopy<true, PixelFormat::Z16>,
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MortonCopy<true, PixelFormat::G8R8>, MortonCopy<true, PixelFormat::Z24S8>,
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MortonCopy<true, PixelFormat::S8Z24>, MortonCopy<true, PixelFormat::Z32F>,
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MortonCopy<true, PixelFormat::Z16>,
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};
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static constexpr std::array<void (*)(u32, u32, u32, u8*, Tegra::GPUVAddr),
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@ -217,7 +219,8 @@ static constexpr std::array<void (*)(u32, u32, u32, u8*, Tegra::GPUVAddr),
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nullptr,
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nullptr,
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nullptr,
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MortonCopy<false, PixelFormat::ABGR8>,
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nullptr,
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MortonCopy<false, PixelFormat::G8R8>,
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MortonCopy<false, PixelFormat::Z24S8>,
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MortonCopy<false, PixelFormat::S8Z24>,
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MortonCopy<false, PixelFormat::Z32F>,
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@ -274,10 +277,10 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height) {
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S8Z24 input_pixel{};
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Z24S8 output_pixel{};
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const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::S8Z24)};
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for (size_t y = 0; y < height; ++y) {
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for (size_t x = 0; x < width; ++x) {
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const size_t offset{4 * (y * width + x)};
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const size_t offset{bpp * (y * width + x)};
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std::memcpy(&input_pixel, &data[offset], sizeof(S8Z24));
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output_pixel.s8.Assign(input_pixel.s8);
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output_pixel.z24.Assign(input_pixel.z24);
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@ -285,6 +288,19 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height) {
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}
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}
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}
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static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::G8R8)};
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for (size_t y = 0; y < height; ++y) {
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for (size_t x = 0; x < width; ++x) {
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const size_t offset{bpp * (y * width + x)};
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const u8 temp{data[offset]};
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data[offset] = data[offset + 1];
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data[offset + 1] = temp;
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}
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}
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}
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/**
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* Helper function to perform software conversion (as needed) when loading a buffer from Switch
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* memory. This is for Maxwell pixel formats that cannot be represented as-is in OpenGL or with
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@ -305,6 +321,11 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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// Convert the S8Z24 depth format to Z24S8, as OpenGL does not support S8Z24.
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ConvertS8Z24ToZ24S8(data, width, height);
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break;
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case PixelFormat::G8R8:
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// Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8.
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ConvertG8R8ToR8G8(data, width, height);
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break;
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}
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}
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@ -37,14 +37,15 @@ struct SurfaceParams {
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DXN1 = 11, // This is also known as BC4
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BC7U = 12,
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ASTC_2D_4X4 = 13,
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G8R8 = 14,
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MaxColorFormat,
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// DepthStencil formats
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Z24S8 = 14,
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S8Z24 = 15,
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Z32F = 16,
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Z16 = 17,
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Z24S8 = 15,
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S8Z24 = 16,
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Z32F = 17,
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Z16 = 18,
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MaxDepthStencilFormat,
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@ -96,6 +97,7 @@ struct SurfaceParams {
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4, // DXN1
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4, // BC7U
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4, // ASTC_2D_4X4
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1, // G8R8
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1, // Z24S8
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1, // S8Z24
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1, // Z32F
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@ -125,6 +127,7 @@ struct SurfaceParams {
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64, // DXN1
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128, // BC7U
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32, // ASTC_2D_4X4
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16, // G8R8
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32, // Z24S8
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32, // S8Z24
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32, // Z32F
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@ -186,6 +189,8 @@ struct SurfaceParams {
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return PixelFormat::A1B5G5R5;
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case Tegra::Texture::TextureFormat::R8:
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return PixelFormat::R8;
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case Tegra::Texture::TextureFormat::G8R8:
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return PixelFormat::G8R8;
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case Tegra::Texture::TextureFormat::R16_G16_B16_A16:
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return PixelFormat::RGBA16F;
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case Tegra::Texture::TextureFormat::BF10GF11RF11:
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@ -223,6 +228,8 @@ struct SurfaceParams {
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return Tegra::Texture::TextureFormat::A1B5G5R5;
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case PixelFormat::R8:
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return Tegra::Texture::TextureFormat::R8;
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case PixelFormat::G8R8:
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return Tegra::Texture::TextureFormat::G8R8;
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case PixelFormat::RGBA16F:
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return Tegra::Texture::TextureFormat::R16_G16_B16_A16;
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case PixelFormat::R11FG11FB10F:
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@ -62,6 +62,7 @@ u32 BytesPerPixel(TextureFormat format) {
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return 4;
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::G8R8:
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return 2;
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case TextureFormat::R8:
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return 1;
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@ -112,6 +113,7 @@ std::vector<u8> UnswizzleTexture(VAddr address, TextureFormat format, u32 width,
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::R8:
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case TextureFormat::G8R8:
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case TextureFormat::R16_G16_B16_A16:
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case TextureFormat::R32_G32_B32_A32:
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case TextureFormat::BF10GF11RF11:
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@ -167,6 +169,7 @@ std::vector<u8> DecodeTexture(const std::vector<u8>& texture_data, TextureFormat
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case TextureFormat::A1B5G5R5:
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case TextureFormat::B5G6R5:
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case TextureFormat::R8:
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case TextureFormat::G8R8:
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case TextureFormat::BF10GF11RF11:
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case TextureFormat::R32_G32_B32_A32:
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// TODO(Subv): For the time being just forward the same data without any decoding.
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