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	Implement missing formats for Bravely Default 2
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				@ -20,6 +20,7 @@ set(SHADER_FILES
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    block_linear_unswizzle_3d.comp
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    convert_abgr8_to_d24s8.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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								src/video_core/host_shaders/convert_d32f_to_bgra8.frag
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										15
									
								
								src/video_core/host_shaders/convert_d32f_to_bgra8.frag
									
									
									
									
									
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							@ -0,0 +1,15 @@
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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 = textureLod(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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@ -13,6 +13,7 @@
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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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#include "video_core/host_shaders/convert_d32f_to_bgra8_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_depth_stencil_frag_spv.h"
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#include "video_core/host_shaders/vulkan_color_clear_frag_spv.h"
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@ -437,6 +438,7 @@ 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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@ -580,6 +582,13 @@ 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_abgr8_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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@ -73,6 +73,8 @@ 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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@ -133,6 +135,7 @@ 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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@ -152,6 +155,7 @@ 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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@ -1193,6 +1193,11 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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            return blit_image_helper.ConvertD16ToR16(dst, src_view);
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        }
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        break;
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    case PixelFormat::A8B8G8R8_SRGB:
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        if (src_view.format == PixelFormat::D32_FLOAT) {
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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::A8B8G8R8_UNORM:
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        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
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            return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
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@ -1204,6 +1209,16 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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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_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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        }
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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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        }
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        break;
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    case PixelFormat::R32_FLOAT:
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        if (src_view.format == PixelFormat::D32_FLOAT) {
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            return blit_image_helper.ConvertD32ToR32(dst, src_view);
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