mirror of
				https://git.tardis.systems/mirrors/yuzu
				synced 2025-10-31 02:34:11 +01:00 
			
		
		
		
	Implements D32_Float to A8B8G8R8_UNORM format copy
Corrects some visual issues in games such as Disney SpeedStorm
This commit is contained in:
		
							parent
							
								
									7a0da729b4
								
							
						
					
					
						commit
						9568d3bc60
					
				| @ -19,6 +19,7 @@ set(SHADER_FILES | ||||
|     block_linear_unswizzle_2d.comp | ||||
|     block_linear_unswizzle_3d.comp | ||||
|     convert_abgr8_to_d24s8.frag | ||||
|     convert_d32f_to_abgr8.frag | ||||
|     convert_d24s8_to_abgr8.frag | ||||
|     convert_depth_to_float.frag | ||||
|     convert_float_to_depth.frag | ||||
|  | ||||
							
								
								
									
										14
									
								
								src/video_core/host_shaders/convert_d32f_to_abgr8.frag
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										14
									
								
								src/video_core/host_shaders/convert_d32f_to_abgr8.frag
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,14 @@ | ||||
| // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project | ||||
| // SPDX-License-Identifier: GPL-2.0-or-later | ||||
| 
 | ||||
| #version 450 | ||||
| 
 | ||||
| layout(binding = 0) uniform sampler2D depth_tex; | ||||
| 
 | ||||
| layout(location = 0) out vec4 color; | ||||
| 
 | ||||
| void main() { | ||||
|     ivec2 coord = ivec2(gl_FragCoord.xy); | ||||
|     float depth = textureLod(depth_tex, coord, 0).r; | ||||
|     color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color | ||||
| } | ||||
| @ -8,6 +8,7 @@ | ||||
| #include "common/settings.h" | ||||
| #include "video_core/host_shaders/blit_color_float_frag_spv.h" | ||||
| #include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h" | ||||
| #include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h" | ||||
| #include "video_core/host_shaders/convert_d24s8_to_abgr8_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" | ||||
| @ -433,6 +434,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& 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_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)), | ||||
|       convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)), | ||||
|       convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)), | ||||
|       linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)), | ||||
| @ -557,6 +559,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, | ||||
|     Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view); | ||||
| } | ||||
| 
 | ||||
| void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, | ||||
|                                         ImageView& src_image_view) { | ||||
|     ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(), | ||||
|                                  convert_d32f_to_abgr8_frag); | ||||
|     ConvertDepthStencil(*convert_d32f_to_abgr8_pipeline, dst_framebuffer, src_image_view); | ||||
| } | ||||
| 
 | ||||
| void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, | ||||
|                                           ImageView& src_image_view) { | ||||
|     ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(), | ||||
|  | ||||
| @ -67,6 +67,8 @@ public: | ||||
| 
 | ||||
|     void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view); | ||||
| 
 | ||||
|     void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view); | ||||
| 
 | ||||
|     void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view); | ||||
| 
 | ||||
|     void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view); | ||||
| @ -128,6 +130,7 @@ 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_d32f_to_abgr8_frag; | ||||
|     vk::ShaderModule convert_d24s8_to_abgr8_frag; | ||||
|     vk::ShaderModule convert_s8d24_to_abgr8_frag; | ||||
|     vk::Sampler linear_sampler; | ||||
| @ -146,6 +149,7 @@ 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_d32f_to_abgr8_pipeline; | ||||
|     vk::Pipeline convert_d24s8_to_abgr8_pipeline; | ||||
|     vk::Pipeline convert_s8d24_to_abgr8_pipeline; | ||||
| }; | ||||
|  | ||||
| @ -1200,6 +1200,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im | ||||
|         if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) { | ||||
|             return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view); | ||||
|         } | ||||
|         if (src_view.format == PixelFormat::D32_FLOAT) { | ||||
|             return blit_image_helper.ConvertD32FToABGR8(dst, src_view); | ||||
|         } | ||||
|         break; | ||||
|     case PixelFormat::R32_FLOAT: | ||||
|         if (src_view.format == PixelFormat::D32_FLOAT) { | ||||
|  | ||||
		Loading…
	
		Reference in New Issue
	
	Block a user