early-access version 2234

This commit is contained in:
pineappleEA 2021-11-22 01:11:17 +01:00
parent 98868d5d3a
commit d8ed9646f4
9 changed files with 81 additions and 98 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 2233.
This is the source code for early-access 2234.
## Legal Notice

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@ -11,13 +11,9 @@ set(SHADER_FILES
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag
convert_b10g11r11_to_d24s8.frag
convert_d24s8_to_abgr8.frag
convert_d24s8_to_b10g11r11.frag
convert_d24s8_to_r16g16.frag
convert_depth_to_float.frag
convert_float_to_depth.frag
convert_r16g16_to_d24s8.frag
full_screen_triangle.vert
fxaa.frag
fxaa.vert

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@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f));
uvec4 bytes = color << uvec4(24, 16, 8, 0);
uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;

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@ -19,5 +19,5 @@ void main() {
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
highp uvec4 components =
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
color = vec4(components) / (exp2(8.0) - 1.0);
color.abgr = vec4(components) / (exp2(8.0) - 1.0);
}

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@ -5,13 +5,9 @@
#include <algorithm>
#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
#include "video_core/host_shaders/convert_b10g11r11_to_d24s8_frag_spv.h"
#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
#include "video_core/host_shaders/convert_d24s8_to_b10g11r11_frag_spv.h"
#include "video_core/host_shaders/convert_d24s8_to_r16g16_frag_spv.h"
#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
#include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
#include "video_core/host_shaders/convert_r16g16_to_d24s8_frag_spv.h"
#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
#include "video_core/host_shaders/vulkan_blit_color_float_frag_spv.h"
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
@ -361,11 +357,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
convert_b10g11r11_to_d24s8_frag(BuildShader(device, CONVERT_B10G11R11_TO_D24S8_FRAG_SPV)),
convert_r16g16_to_d24s8_frag(BuildShader(device, CONVERT_R16G16_TO_D24S8_FRAG_SPV)),
convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
convert_d24s8_to_b10g11r11_frag(BuildShader(device, CONVERT_D24S8_TO_B10G11R11_FRAG_SPV)),
convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
if (device.IsExtShaderStencilExportSupported()) {
@ -461,29 +453,10 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
}
void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale,
u32 down_shift) {
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
convert_abgr8_to_d24s8_frag, true);
Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
down_shift);
}
void BlitImageHelper::ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale,
u32 down_shift) {
ConvertPipelineDepthTargetEx(convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
convert_b10g11r11_to_d24s8_frag, true);
Convert(*convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
down_shift);
}
void BlitImageHelper::ConvertR16G16ToD24S8(const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale,
u32 down_shift) {
ConvertPipelineDepthTargetEx(convert_r16g16_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
convert_r16g16_to_d24s8_frag, true);
Convert(*convert_r16g16_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
ConvertColor(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
down_shift);
}
@ -495,24 +468,6 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
down_shift);
}
void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale,
u32 down_shift) {
ConvertPipelineColorTargetEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
convert_d24s8_to_b10g11r11_frag, false);
ConvertDepthStencil(*convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer, src_image_view,
up_scale, down_shift);
}
void BlitImageHelper::ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale,
u32 down_shift) {
ConvertPipelineColorTargetEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
convert_d24s8_to_r16g16_frag, false);
ConvertDepthStencil(*convert_d24s8_to_r16g16_pipeline, dst_framebuffer, src_image_view,
up_scale, down_shift);
}
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
const VkPipelineLayout layout = *one_texture_pipeline_layout;
@ -560,6 +515,53 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
scheduler.InvalidateState();
}
void BlitImageHelper::ConvertColor(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
const VkPipelineLayout layout = *one_texture_pipeline_layout;
const VkImageView src_view = src_image_view.ColorView();
const VkSampler sampler = *nearest_sampler;
const VkExtent2D extent{
.width = std::max((src_image_view.size.width * up_scale) >> down_shift, 1U),
.height = std::max((src_image_view.size.height * up_scale) >> down_shift, 1U),
};
scheduler.RequestRenderpass(dst_framebuffer);
scheduler.Record([pipeline, layout, sampler, src_view, extent, up_scale, down_shift,
this](vk::CommandBuffer cmdbuf) {
const VkOffset2D offset{
.x = 0,
.y = 0,
};
const VkViewport viewport{
.x = 0.0f,
.y = 0.0f,
.width = static_cast<float>(extent.width),
.height = static_cast<float>(extent.height),
.minDepth = 0.0f,
.maxDepth = 0.0f,
};
const VkRect2D scissor{
.offset = offset,
.extent = extent,
};
const PushConstants push_constants{
.tex_scale = {viewport.width, viewport.height},
.tex_offset = {0.0f, 0.0f},
};
const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
UpdateOneTextureDescriptorSet(device, descriptor_set, sampler, src_view);
// TODO: Barriers
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set,
nullptr);
cmdbuf.SetViewport(0, viewport);
cmdbuf.SetScissor(0, scissor);
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT, push_constants);
cmdbuf.Draw(3, 1, 0, 0);
});
scheduler.InvalidateState();
}
void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
const VkPipelineLayout layout = *two_textures_pipeline_layout;

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@ -56,28 +56,19 @@ public:
void ConvertR16ToD16(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
u32 up_scale, u32 down_shift);
void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
u32 up_scale, u32 down_shift);
void ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
void ConvertR16G16ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
u32 up_scale, u32 down_shift);
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
u32 up_scale, u32 down_shift);
void ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
u32 up_scale, u32 down_shift);
void ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
u32 up_scale, u32 down_shift);
private:
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
void ConvertColor(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift);
void ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift);
@ -114,11 +105,7 @@ 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;
@ -131,11 +118,7 @@ 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

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@ -779,6 +779,11 @@ bool TextureCacheRuntime::ShouldReinterpret(Image& dst, Image& src) {
!device.IsExtShaderStencilExportSupported()) {
return true;
}
if (VideoCore::Surface::GetFormatType(src.info.format) ==
VideoCore::Surface::SurfaceType::DepthStencil &&
!device.IsExtShaderStencilExportSupported()) {
return true;
}
if (dst.info.format == PixelFormat::D32_FLOAT_S8_UINT ||
src.info.format == PixelFormat::D32_FLOAT_S8_UINT) {
return true;
@ -1063,21 +1068,10 @@ 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 +1083,7 @@ 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);
}
break;
case PixelFormat::D32_FLOAT:
if (src_view.format == PixelFormat::R32_FLOAT) {
@ -1595,6 +1580,14 @@ 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) {

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@ -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;

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@ -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];