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https://github.com/yuzu-emu/yuzu-android
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Another missing copy connected to Bravely Default II
adds blit_image_helper.ConvertABGR8ToD32F and fragment shader for performing ABGR and BGRA to D32F copies
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parent
03c3f936cf
commit
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@ -19,6 +19,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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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_abgr8.frag
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convert_d32f_to_bgra8.frag
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convert_d32f_to_bgra8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_abgr8.frag
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18
src/video_core/host_shaders/convert_abgr8_to_d32f.frag
Normal file
18
src/video_core/host_shaders/convert_abgr8_to_d32f.frag
Normal file
@ -0,0 +1,18 @@
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// SPDX-FileCopyrightText: Copyright 2023 Your 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 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).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 depth_float = uintBitsToFloat(depth_unorm);
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gl_FragDepth = depth_float;
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}
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@ -8,6 +8,7 @@
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#include "common/settings.h"
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#include "common/settings.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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#include "video_core/host_shaders/blit_color_float_frag_spv.h"
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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_abgr8_to_d24s8_frag_spv.h"
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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_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_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_d32f_to_bgra8_frag_spv.h"
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@ -561,6 +562,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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}
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}
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void BlitImageHelper::ConvertABGR8ToD32F(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view) {
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d32f_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d32f_frag);
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Convert(*convert_abgr8_to_d32f_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view) {
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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@ -67,6 +67,8 @@ public:
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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, const ImageView& src_image_view);
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void ConvertABGR8ToD32F(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
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void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
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@ -132,6 +134,7 @@ private:
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vk::ShaderModule convert_depth_to_float_frag;
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vk::ShaderModule convert_depth_to_float_frag;
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vk::ShaderModule convert_float_to_depth_frag;
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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_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_abgr8_to_d32f_frag;
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vk::ShaderModule convert_d32f_to_abgr8_frag;
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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_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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vk::ShaderModule convert_s8d24_to_abgr8_frag;
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@ -152,6 +155,7 @@ private:
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vk::Pipeline convert_d16_to_r16_pipeline;
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vk::Pipeline convert_d16_to_r16_pipeline;
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vk::Pipeline convert_r16_to_d16_pipeline;
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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_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_abgr8_to_d32f_pipeline;
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vk::Pipeline convert_d32f_to_abgr8_pipeline;
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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_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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vk::Pipeline convert_s8d24_to_abgr8_pipeline;
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@ -1236,6 +1236,10 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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}
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}
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break;
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break;
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case PixelFormat::D32_FLOAT:
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case PixelFormat::D32_FLOAT:
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if (src_view.format == PixelFormat::A8B8G8R8_SRGB ||
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src_view.format == PixelFormat::B8G8R8A8_SRGB) {
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return blit_image_helper.ConvertABGR8ToD32F(dst, src_view);
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}
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if (src_view.format == PixelFormat::R32_FLOAT) {
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if (src_view.format == PixelFormat::R32_FLOAT) {
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return blit_image_helper.ConvertR32ToD32(dst, src_view);
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return blit_image_helper.ConvertR32ToD32(dst, src_view);
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}
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}
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