early-access version 2225
This commit is contained in:
parent
c856fe6b12
commit
72fb249491
6 changed files with 39 additions and 1 deletions
|
@ -1,7 +1,7 @@
|
||||||
yuzu emulator early access
|
yuzu emulator early access
|
||||||
=============
|
=============
|
||||||
|
|
||||||
This is the source code for early-access 2224.
|
This is the source code for early-access 2225.
|
||||||
|
|
||||||
## Legal Notice
|
## Legal Notice
|
||||||
|
|
||||||
|
|
|
@ -17,6 +17,7 @@ set(SHADER_FILES
|
||||||
convert_d24s8_to_r16g16.frag
|
convert_d24s8_to_r16g16.frag
|
||||||
convert_depth_to_float.frag
|
convert_depth_to_float.frag
|
||||||
convert_float_to_depth.frag
|
convert_float_to_depth.frag
|
||||||
|
convert_r16g16_to_d24s8.frag
|
||||||
full_screen_triangle.vert
|
full_screen_triangle.vert
|
||||||
fxaa.frag
|
fxaa.frag
|
||||||
fxaa.vert
|
fxaa.vert
|
||||||
|
|
18
src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
Executable file
18
src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
Executable file
|
@ -0,0 +1,18 @@
|
||||||
|
// Copyright 2021 yuzu Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
// #extension GL_ARB_shader_stencil_export : require
|
||||||
|
|
||||||
|
layout(binding = 0) uniform sampler2D color_texture;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
|
vec4 color = texelFetch(color_texture, coord, 0).rgba;
|
||||||
|
uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16)
|
||||||
|
| (uint(color.g * (exp2(16) - 1.0f)) << 16);
|
||||||
|
|
||||||
|
gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
|
||||||
|
// gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
|
||||||
|
}
|
|
@ -11,6 +11,7 @@
|
||||||
#include "video_core/host_shaders/convert_d24s8_to_r16g16_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_depth_to_float_frag_spv.h"
|
||||||
#include "video_core/host_shaders/convert_float_to_depth_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/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_color_float_frag_spv.h"
|
||||||
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
|
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
|
||||||
|
@ -361,6 +362,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
|
||||||
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_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_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_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_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_b10g11r11_frag(BuildShader(device, CONVERT_D24S8_TO_B10G11R11_FRAG_SPV)),
|
||||||
convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
|
convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
|
||||||
|
@ -476,6 +478,15 @@ void BlitImageHelper::ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer
|
||||||
down_shift);
|
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,
|
||||||
|
down_shift);
|
||||||
|
}
|
||||||
|
|
||||||
void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
|
||||||
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
|
||||||
ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
|
||||||
|
|
|
@ -62,6 +62,9 @@ public:
|
||||||
void ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
|
void ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
|
||||||
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
|
const ImageView& src_image_view, u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
|
void ConvertR16G16ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
|
||||||
|
u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
|
||||||
u32 up_scale, u32 down_shift);
|
u32 up_scale, u32 down_shift);
|
||||||
|
|
||||||
|
@ -109,6 +112,7 @@ private:
|
||||||
vk::ShaderModule convert_float_to_depth_frag;
|
vk::ShaderModule convert_float_to_depth_frag;
|
||||||
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
vk::ShaderModule convert_abgr8_to_d24s8_frag;
|
||||||
vk::ShaderModule convert_b10g11r11_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_abgr8_frag;
|
||||||
vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
|
vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
|
||||||
vk::ShaderModule convert_d24s8_to_r16g16_frag;
|
vk::ShaderModule convert_d24s8_to_r16g16_frag;
|
||||||
|
@ -125,6 +129,7 @@ private:
|
||||||
vk::Pipeline convert_r16_to_d16_pipeline;
|
vk::Pipeline convert_r16_to_d16_pipeline;
|
||||||
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
vk::Pipeline convert_abgr8_to_d24s8_pipeline;
|
||||||
vk::Pipeline convert_b10g11r11_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_abgr8_pipeline;
|
||||||
vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
|
vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
|
||||||
vk::Pipeline convert_d24s8_to_r16g16_pipeline;
|
vk::Pipeline convert_d24s8_to_r16g16_pipeline;
|
||||||
|
|
|
@ -920,6 +920,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
||||||
if (src_view.format == PixelFormat::B10G11R11_FLOAT) {
|
if (src_view.format == PixelFormat::B10G11R11_FLOAT) {
|
||||||
return blit_image_helper.ConvertB10G11R11ToD24S8(dst, src_view, up_scale, down_shift);
|
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;
|
break;
|
||||||
case PixelFormat::D32_FLOAT:
|
case PixelFormat::D32_FLOAT:
|
||||||
if (src_view.format == PixelFormat::R32_FLOAT) {
|
if (src_view.format == PixelFormat::R32_FLOAT) {
|
||||||
|
|
Loading…
Reference in a new issue