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				https://git.suyu.dev/suyu/suyu
				synced 2025-11-03 16:39:01 -06:00 
			
		
		
		
	TextureCache: Simplify blitting of D24S8 formats and fix bugs.
This commit is contained in:
		@@ -11,13 +11,9 @@ set(SHADER_FILES
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    block_linear_unswizzle_2d.comp
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    block_linear_unswizzle_3d.comp
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    convert_abgr8_to_d24s8.frag
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    convert_b10g11r11_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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    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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@@ -1,27 +0,0 @@
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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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uint conv_from_float(float value_f, uint mantissa_bits) {
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    uint value = floatBitsToInt(value_f);
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    uint exp = (value >> 23) & 0x1Fu;
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    uint mantissa_shift = 32u - mantissa_bits;
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    uint mantissa = (value << 9u) >> mantissa_shift;
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    return (exp << mantissa_bits) | mantissa;
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}
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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 = (conv_from_float(color.r, 6u) << 21)
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                      | (conv_from_float(color.g, 6u) << 10)
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                      | conv_from_float(color.b, 5u);
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    gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
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    gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
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}
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@@ -1,32 +0,0 @@
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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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float conv_to_float(uint value, uint mantissa_bits) {
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    uint exp = (value >> mantissa_bits) & 0x1Fu;
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    uint mantissa_shift = 32u - mantissa_bits;
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    uint mantissa = (value << mantissa_shift) >> mantissa_shift;
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    return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
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}
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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(32.0) - 1.0f));
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    uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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    uint depth_stencil = (stencil << 24) | (depth >> 8);
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    uint red_int = (depth_stencil >> 21) & 0x07FF;
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    uint green_int = (depth_stencil >> 10) & 0x07FF;
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    uint blue_int = depth_stencil & 0x03FF;
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    color.r = conv_to_float(red_int, 6u);
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    color.g = conv_to_float(green_int, 6u);
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    color.b = conv_to_float(blue_int, 5u);
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    color.a = 1.0f;
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}
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@@ -1,22 +0,0 @@
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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(32.0) - 1.0f));
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    uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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    uint depth_stencil = (stencil << 24) | (depth >> 8);
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    color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0);
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    color.g = float(depth_stencil >> 16) / (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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@@ -1,19 +0,0 @@
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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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    uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16);
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    uint depth_stencil_unorm =
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        uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16);
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    gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
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    gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
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}
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@@ -5,13 +5,9 @@
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#include <algorithm>
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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_b10g11r11_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/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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@@ -361,11 +357,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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      convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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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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      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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@@ -461,30 +453,11 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
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}
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void BlitImageHelper::ConvertABGR8ToD24S8(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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                                          ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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    ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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                                 convert_abgr8_to_d24s8_frag, true);
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    Convert(*convert_abgr8_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::ConvertB10G11R11ToD24S8(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_b10g11r11_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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                                 convert_b10g11r11_to_d24s8_frag, true);
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    Convert(*convert_b10g11r11_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::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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    ConvertColor(*convert_abgr8_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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@@ -495,24 +468,6 @@ 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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    ConvertPipelineColorTargetEx(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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    ConvertPipelineColorTargetEx(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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@@ -560,6 +515,53 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
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    scheduler.InvalidateState();
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}
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void BlitImageHelper::ConvertColor(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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                                   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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    const VkImageView src_view = src_image_view.ColorView();
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    const VkSampler sampler = *nearest_sampler;
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    const VkExtent2D extent{
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        .width = std::max((src_image_view.size.width * up_scale) >> down_shift, 1U),
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        .height = std::max((src_image_view.size.height * up_scale) >> down_shift, 1U),
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    };
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    scheduler.RequestRenderpass(dst_framebuffer);
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    scheduler.Record([pipeline, layout, sampler, src_view, extent, up_scale, down_shift,
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                      this](vk::CommandBuffer cmdbuf) {
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        const VkOffset2D offset{
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            .x = 0,
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            .y = 0,
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        };
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        const VkViewport viewport{
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            .x = 0.0f,
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            .y = 0.0f,
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            .width = static_cast<float>(extent.width),
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            .height = static_cast<float>(extent.height),
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            .minDepth = 0.0f,
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            .maxDepth = 0.0f,
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        };
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        const VkRect2D scissor{
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            .offset = offset,
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            .extent = extent,
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        };
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        const PushConstants push_constants{
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            .tex_scale = {viewport.width, viewport.height},
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            .tex_offset = {0.0f, 0.0f},
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        };
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        const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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        UpdateOneTextureDescriptorSet(device, descriptor_set, sampler, src_view);
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        // TODO: Barriers
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        cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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        cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set,
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                                  nullptr);
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        cmdbuf.SetViewport(0, viewport);
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        cmdbuf.SetScissor(0, scissor);
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        cmdbuf.PushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT, push_constants);
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        cmdbuf.Draw(3, 1, 0, 0);
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    });
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    scheduler.InvalidateState();
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}
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void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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                                          ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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    const VkPipelineLayout layout = *two_textures_pipeline_layout;
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@@ -56,28 +56,19 @@ public:
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    void ConvertR16ToD16(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
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                         u32 up_scale, u32 down_shift);
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    void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
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    void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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                             u32 up_scale, u32 down_shift);
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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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    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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    void ConvertColor(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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                      ImageView& src_image_view, u32 up_scale, u32 down_shift);
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		||||
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		||||
    void ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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		||||
                             ImageView& src_image_view, u32 up_scale, u32 down_shift);
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		||||
 | 
			
		||||
@@ -111,11 +102,7 @@ private:
 | 
			
		||||
    vk::ShaderModule convert_depth_to_float_frag;
 | 
			
		||||
    vk::ShaderModule convert_float_to_depth_frag;
 | 
			
		||||
    vk::ShaderModule convert_abgr8_to_d24s8_frag;
 | 
			
		||||
    vk::ShaderModule convert_b10g11r11_to_d24s8_frag;
 | 
			
		||||
    vk::ShaderModule convert_r16g16_to_d24s8_frag;
 | 
			
		||||
    vk::ShaderModule convert_d24s8_to_abgr8_frag;
 | 
			
		||||
    vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
 | 
			
		||||
    vk::ShaderModule convert_d24s8_to_r16g16_frag;
 | 
			
		||||
    vk::Sampler linear_sampler;
 | 
			
		||||
    vk::Sampler nearest_sampler;
 | 
			
		||||
 | 
			
		||||
@@ -128,11 +115,7 @@ private:
 | 
			
		||||
    vk::Pipeline convert_d16_to_r16_pipeline;
 | 
			
		||||
    vk::Pipeline convert_r16_to_d16_pipeline;
 | 
			
		||||
    vk::Pipeline convert_abgr8_to_d24s8_pipeline;
 | 
			
		||||
    vk::Pipeline convert_b10g11r11_to_d24s8_pipeline;
 | 
			
		||||
    vk::Pipeline convert_r16g16_to_d24s8_pipeline;
 | 
			
		||||
    vk::Pipeline convert_d24s8_to_abgr8_pipeline;
 | 
			
		||||
    vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
 | 
			
		||||
    vk::Pipeline convert_d24s8_to_r16g16_pipeline;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
} // namespace Vulkan
 | 
			
		||||
 
 | 
			
		||||
@@ -1063,21 +1063,10 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::A8B8G8R8_UNORM:
 | 
			
		||||
    case PixelFormat::B8G8R8A8_UNORM:
 | 
			
		||||
        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
 | 
			
		||||
            return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::B10G11R11_FLOAT:
 | 
			
		||||
        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
 | 
			
		||||
            return blit_image_helper.ConvertD24S8ToB10G11R11(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::R16G16_UNORM:
 | 
			
		||||
        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
 | 
			
		||||
            return blit_image_helper.ConvertD24S8ToR16G16(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::R32_FLOAT:
 | 
			
		||||
        if (src_view.format == PixelFormat::D32_FLOAT) {
 | 
			
		||||
            return blit_image_helper.ConvertD32ToR32(dst, src_view, up_scale, down_shift);
 | 
			
		||||
@@ -1089,16 +1078,7 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::S8_UINT_D24_UNORM:
 | 
			
		||||
        if (src_view.format == PixelFormat::A8B8G8R8_UNORM ||
 | 
			
		||||
            src_view.format == PixelFormat::B8G8R8A8_UNORM) {
 | 
			
		||||
            return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        if (src_view.format == PixelFormat::B10G11R11_FLOAT) {
 | 
			
		||||
            return blit_image_helper.ConvertB10G11R11ToD24S8(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        if (src_view.format == PixelFormat::R16G16_UNORM) {
 | 
			
		||||
            return blit_image_helper.ConvertR16G16ToD24S8(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        }
 | 
			
		||||
        return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view, up_scale, down_shift);
 | 
			
		||||
        break;
 | 
			
		||||
    case PixelFormat::D32_FLOAT:
 | 
			
		||||
        if (src_view.format == PixelFormat::R32_FLOAT) {
 | 
			
		||||
@@ -1595,6 +1575,14 @@ VkImageView ImageView::StencilView() {
 | 
			
		||||
    return *stencil_view;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
VkImageView ImageView::ColorView() {
 | 
			
		||||
    if (color_view) {
 | 
			
		||||
        return *color_view;
 | 
			
		||||
    }
 | 
			
		||||
    color_view = MakeView(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_ASPECT_COLOR_BIT);
 | 
			
		||||
    return *color_view;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
VkImageView ImageView::StorageView(Shader::TextureType texture_type,
 | 
			
		||||
                                   Shader::ImageFormat image_format) {
 | 
			
		||||
    if (image_format == Shader::ImageFormat::Typeless) {
 | 
			
		||||
 
 | 
			
		||||
@@ -184,6 +184,8 @@ public:
 | 
			
		||||
 | 
			
		||||
    [[nodiscard]] VkImageView StencilView();
 | 
			
		||||
 | 
			
		||||
    [[nodiscard]] VkImageView ColorView();
 | 
			
		||||
 | 
			
		||||
    [[nodiscard]] VkImageView StorageView(Shader::TextureType texture_type,
 | 
			
		||||
                                          Shader::ImageFormat image_format);
 | 
			
		||||
 | 
			
		||||
@@ -224,6 +226,7 @@ private:
 | 
			
		||||
    std::unique_ptr<StorageViews> storage_views;
 | 
			
		||||
    vk::ImageView depth_view;
 | 
			
		||||
    vk::ImageView stencil_view;
 | 
			
		||||
    vk::ImageView color_view;
 | 
			
		||||
    VkImage image_handle = VK_NULL_HANDLE;
 | 
			
		||||
    VkImageView render_target = VK_NULL_HANDLE;
 | 
			
		||||
    VkSampleCountFlagBits samples = VK_SAMPLE_COUNT_1_BIT;
 | 
			
		||||
 
 | 
			
		||||
@@ -1781,7 +1781,13 @@ void TextureCache<P>::CopyImage(ImageId dst_id, ImageId src_id, std::vector<Imag
 | 
			
		||||
        const SubresourceExtent src_extent{.levels = 1, .layers = 1};
 | 
			
		||||
        const SubresourceRange dst_range{.base = dst_base, .extent = dst_extent};
 | 
			
		||||
        const SubresourceRange src_range{.base = src_base, .extent = src_extent};
 | 
			
		||||
        const ImageViewInfo dst_view_info(ImageViewType::e2D, dst.info.format, dst_range);
 | 
			
		||||
        PixelFormat dst_format = dst.info.format;
 | 
			
		||||
        if (GetFormatType(src.info.format) == SurfaceType::DepthStencil &&
 | 
			
		||||
            GetFormatType(dst_format) == SurfaceType::ColorTexture &&
 | 
			
		||||
            BytesPerBlock(dst_format) == 4) {
 | 
			
		||||
            dst_format = PixelFormat::A8B8G8R8_UNORM;
 | 
			
		||||
        }
 | 
			
		||||
        const ImageViewInfo dst_view_info(ImageViewType::e2D, dst_format, dst_range);
 | 
			
		||||
        const ImageViewInfo src_view_info(ImageViewType::e2D, src.info.format, src_range);
 | 
			
		||||
        const auto [dst_framebuffer_id, dst_view_id] = RenderTargetFromImage(dst_id, dst_view_info);
 | 
			
		||||
        Framebuffer* const dst_framebuffer = &slot_framebuffers[dst_framebuffer_id];
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user