dolphin/Source/Core/VideoBackends/Vulkan/TextureConverter.cpp
Stenzek f74dbc794c EFB2RAM: Apply copy filter as a float coefficient after sampling
Using 8-bit integer math here lead to precision loss for depth copies,
which broke various effects in games, e.g. lens flare in MK:DD.

It's unlikely the console implements this as a floating-point multiply
(fixed-point perhaps), but since we have the float round trip in our
EFB2RAM shaders anyway, it's not going to make things any worse. If we
do rewrite our shaders to use integer math completely, then it might be
worth switching this conversion back to integers.

However, the range of the values (format) should be known, or we should
expand all values out to 24-bits first.
2018-05-22 12:24:08 +10:00

642 lines
25 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/TextureConverter.h"
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstring>
#include <string>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
namespace
{
struct EFBEncodeParams
{
std::array<s32, 4> position_uniform;
float y_scale;
float gamma_rcp;
float clamp_top;
float clamp_bottom;
float filter_coefficients[3];
u32 padding;
};
} // namespace
TextureConverter::TextureConverter()
{
}
TextureConverter::~TextureConverter()
{
for (const auto& it : m_palette_conversion_shaders)
{
if (it != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr);
}
if (m_texel_buffer_view_r8_uint != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r8_uint, nullptr);
if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr);
if (m_texel_buffer_view_r32g32_uint != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r32g32_uint, nullptr);
if (m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_unorm, nullptr);
if (m_texel_buffer_view_rgba8_uint != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_uint, nullptr);
for (auto& it : m_encoding_shaders)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second, nullptr);
for (const auto& it : m_decoding_pipelines)
{
if (it.second.compute_shader != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.compute_shader, nullptr);
}
}
bool TextureConverter::Initialize()
{
if (!CreateTexelBuffer())
{
PanicAlert("Failed to create uniform buffer");
return false;
}
if (!CompilePaletteConversionShaders())
{
PanicAlert("Failed to compile palette conversion shaders");
return false;
}
if (!CreateEncodingTexture())
{
PanicAlert("Failed to create encoding texture");
return false;
}
if (!CreateDecodingTexture())
{
PanicAlert("Failed to create decoding texture");
return false;
}
return true;
}
bool TextureConverter::ReserveTexelBufferStorage(size_t size, size_t alignment)
{
// Enforce the minimum alignment for texture buffers on the device.
size_t actual_alignment =
std::max(static_cast<size_t>(g_vulkan_context->GetTexelBufferAlignment()), alignment);
if (m_texel_buffer->ReserveMemory(size, actual_alignment))
return true;
WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false);
// This next call should never fail, since a command buffer is now in-flight and we can
// wait on the fence for the GPU to finish. If this returns false, it's probably because
// the device has been lost, which is fatal anyway.
if (!m_texel_buffer->ReserveMemory(size, actual_alignment))
{
PanicAlert("Failed to allocate space for texture conversion");
return false;
}
return true;
}
VkCommandBuffer
TextureConverter::GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry)
{
// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
// contain the correct data before the frame begins (when the init command buffer is executed),
// so we must convert them at the appropriate time, during the drawing command buffer.
if (src_entry->IsCopy())
{
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
return g_command_buffer_mgr->GetCurrentCommandBuffer();
}
else
{
// Use initialization command buffer and perform conversion before the drawing commands.
return g_command_buffer_mgr->GetCurrentInitCommandBuffer();
}
}
void TextureConverter::ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
TextureCacheBase::TCacheEntry* src_entry, const void* palette,
TLUTFormat palette_format)
{
struct PSUniformBlock
{
float multiplier;
int texel_buffer_offset;
int pad[2];
};
VKTexture* source_texture = static_cast<VKTexture*>(src_entry->texture.get());
VKTexture* destination_texture = static_cast<VKTexture*>(dst_entry->texture.get());
ASSERT(static_cast<size_t>(palette_format) < NUM_PALETTE_CONVERSION_SHADERS);
ASSERT(destination_texture->GetConfig().rendertarget);
// We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater.
size_t palette_size = src_entry->format == TextureFormat::I4 ? 32 : 512;
if (!ReserveTexelBufferStorage(palette_size, sizeof(u16)))
return;
// Copy in palette to texel buffer.
u32 palette_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size);
m_texel_buffer->CommitMemory(palette_size);
VkCommandBuffer command_buffer = GetCommandBufferForTextureConversion(src_entry);
source_texture->GetRawTexIdentifier()->TransitionToLayout(
command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
destination_texture->GetRawTexIdentifier()->TransitionToLayout(
command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Bind and draw to the destination.
VkRenderPass render_pass = g_object_cache->GetRenderPass(
destination_texture->GetRawTexIdentifier()->GetFormat(), VK_FORMAT_UNDEFINED,
destination_texture->GetRawTexIdentifier()->GetSamples(), VK_ATTACHMENT_LOAD_OP_DONT_CARE);
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_palette_conversion_shaders[static_cast<int>(palette_format)]);
VkRect2D region = {{0, 0}, {dst_entry->GetWidth(), dst_entry->GetHeight()}};
draw.BeginRenderPass(destination_texture->GetFramebuffer(), region);
PSUniformBlock uniforms = {};
uniforms.multiplier = src_entry->format == TextureFormat::I4 ? 15.0f : 255.0f;
uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
draw.SetPushConstants(&uniforms, sizeof(uniforms));
draw.SetPSSampler(0, source_texture->GetRawTexIdentifier()->GetView(),
g_object_cache->GetPointSampler());
draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
draw.SetViewportAndScissor(0, 0, dst_entry->GetWidth(), dst_entry->GetHeight());
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
}
void TextureConverter::EncodeTextureToMemory(
VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
VkShaderModule shader = GetEncodingShader(params);
if (shader == VK_NULL_HANDLE)
{
ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u->%u",
static_cast<unsigned>(params.efb_format), static_cast<unsigned>(params.copy_format));
return;
}
// Can't do our own draw within a render pass.
StateTracker::GetInstance()->EndRenderPass();
static_cast<VKTexture*>(m_encoding_render_texture.get())
->GetRawTexIdentifier()
->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
VkRenderPass render_pass = g_object_cache->GetRenderPass(
Util::GetVkFormatForHostTextureFormat(m_encoding_render_texture->GetConfig().format),
VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
shader);
// Uniform - int4 of left,top,native_width,scale
EFBEncodeParams encoder_params;
encoder_params.position_uniform[0] = src_rect.left;
encoder_params.position_uniform[1] = src_rect.top;
encoder_params.position_uniform[2] = static_cast<s32>(native_width);
encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
encoder_params.y_scale = y_scale;
encoder_params.gamma_rcp = 1.0f / gamma;
encoder_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
encoder_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
for (size_t i = 0; i < filter_coefficients.size(); i++)
encoder_params.filter_coefficients[i] = filter_coefficients[i];
u8* ubo_ptr = draw.AllocatePSUniforms(sizeof(EFBEncodeParams));
std::memcpy(ubo_ptr, &encoder_params, sizeof(EFBEncodeParams));
draw.CommitPSUniforms(sizeof(EFBEncodeParams));
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
bool linear_filter =
(scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f;
draw.SetPSSampler(0, src_texture,
linear_filter ? g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());
u32 render_width = bytes_per_row / sizeof(u32);
u32 render_height = num_blocks_y;
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
render_height);
VkRect2D render_region = {{0, 0}, {render_width, render_height}};
draw.BeginRenderPass(static_cast<VKTexture*>(m_encoding_render_texture.get())->GetFramebuffer(),
render_region);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
MathUtil::Rectangle<int> copy_rect(0, 0, render_width, render_height);
m_encoding_readback_texture->CopyFromTexture(m_encoding_render_texture.get(), copy_rect, 0, 0,
copy_rect);
m_encoding_readback_texture->ReadTexels(copy_rect, dest_ptr, memory_stride);
}
bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format)
{
auto key = std::make_pair(format, palette_format);
auto iter = m_decoding_pipelines.find(key);
if (iter != m_decoding_pipelines.end())
return iter->second.valid;
TextureDecodingPipeline pipeline;
pipeline.base_info = TextureConversionShaderTiled::GetDecodingShaderInfo(format);
pipeline.compute_shader = VK_NULL_HANDLE;
pipeline.valid = false;
if (!pipeline.base_info)
{
m_decoding_pipelines.emplace(key, pipeline);
return false;
}
std::string shader_source =
TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source);
if (pipeline.compute_shader == VK_NULL_HANDLE)
{
m_decoding_pipelines.emplace(key, pipeline);
return false;
}
pipeline.valid = true;
m_decoding_pipelines.emplace(key, pipeline);
return true;
}
void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
TextureCache::TCacheEntry* entry, u32 dst_level,
const u8* data, size_t data_size, TextureFormat format,
u32 width, u32 height, u32 aligned_width, u32 aligned_height,
u32 row_stride, const u8* palette, TLUTFormat palette_format)
{
VKTexture* destination_texture = static_cast<VKTexture*>(entry->texture.get());
auto key = std::make_pair(format, palette_format);
auto iter = m_decoding_pipelines.find(key);
if (iter == m_decoding_pipelines.end())
return;
struct PushConstants
{
u32 dst_size[2];
u32 src_size[2];
u32 src_offset;
u32 src_row_stride;
u32 palette_offset;
};
// Copy to GPU-visible buffer, aligned to the data type
auto info = iter->second;
u32 bytes_per_buffer_elem =
TextureConversionShaderTiled::GetBytesPerBufferElement(info.base_info->buffer_format);
// Calculate total data size, including palette.
// Only copy palette if it is required.
u32 total_upload_size = static_cast<u32>(data_size);
u32 palette_size = iter->second.base_info->palette_size;
u32 palette_offset = total_upload_size;
bool has_palette = palette_size > 0;
if (has_palette)
{
// Align to u16.
if ((total_upload_size % sizeof(u16)) != 0)
{
total_upload_size++;
palette_offset++;
}
total_upload_size += palette_size;
}
// Allocate space for upload, if it fails, execute the buffer.
if (!m_texel_buffer->ReserveMemory(total_upload_size, bytes_per_buffer_elem))
{
Util::ExecuteCurrentCommandsAndRestoreState(true, false);
if (!m_texel_buffer->ReserveMemory(total_upload_size, bytes_per_buffer_elem))
PanicAlert("Failed to reserve memory for encoded texture upload");
}
// Copy/commit upload buffer.
u32 texel_buffer_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_texel_buffer->GetBuffer(), VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_HOST_WRITE_BIT, texel_buffer_offset, total_upload_size,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_HOST_BIT);
std::memcpy(m_texel_buffer->GetCurrentHostPointer(), data, data_size);
if (has_palette)
std::memcpy(m_texel_buffer->GetCurrentHostPointer() + palette_offset, palette, palette_size);
m_texel_buffer->CommitMemory(total_upload_size);
Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_texel_buffer->GetBuffer(), VK_ACCESS_HOST_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT, texel_buffer_offset, total_upload_size,
VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
// Determine uniforms.
PushConstants constants = {
{width, height},
{aligned_width, aligned_height},
texel_buffer_offset / bytes_per_buffer_elem,
row_stride / bytes_per_buffer_elem,
static_cast<u32>((texel_buffer_offset + palette_offset) / sizeof(u16))};
// Determine view to use for texel buffers.
VkBufferView data_view = VK_NULL_HANDLE;
switch (iter->second.base_info->buffer_format)
{
case TextureConversionShaderTiled::BUFFER_FORMAT_R8_UINT:
data_view = m_texel_buffer_view_r8_uint;
break;
case TextureConversionShaderTiled::BUFFER_FORMAT_R16_UINT:
data_view = m_texel_buffer_view_r16_uint;
break;
case TextureConversionShaderTiled::BUFFER_FORMAT_R32G32_UINT:
data_view = m_texel_buffer_view_r32g32_uint;
break;
case TextureConversionShaderTiled::BUFFER_FORMAT_RGBA8_UINT:
data_view = m_texel_buffer_view_rgba8_uint;
break;
default:
break;
}
// Dispatch compute to temporary texture.
ComputeShaderDispatcher dispatcher(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
iter->second.compute_shader);
m_decoding_texture->TransitionToLayout(command_buffer, Texture2D::ComputeImageLayout::WriteOnly);
dispatcher.SetPushConstants(&constants, sizeof(constants));
dispatcher.SetStorageImage(m_decoding_texture->GetView(), m_decoding_texture->GetLayout());
dispatcher.SetTexelBuffer(0, data_view);
if (has_palette)
dispatcher.SetTexelBuffer(1, m_texel_buffer_view_r16_uint);
auto groups = TextureConversionShaderTiled::GetDispatchCount(iter->second.base_info,
aligned_width, aligned_height);
dispatcher.Dispatch(groups.first, groups.second, 1);
// Copy from temporary texture to final destination.
Texture2D* vulkan_tex_identifier = destination_texture->GetRawTexIdentifier();
m_decoding_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
vulkan_tex_identifier->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkImageCopy image_copy = {{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
{0, 0, 0},
{VK_IMAGE_ASPECT_COLOR_BIT, dst_level, 0, 1},
{0, 0, 0},
{width, height, 1}};
vkCmdCopyImage(command_buffer, m_decoding_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, vulkan_tex_identifier->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
}
bool TextureConverter::CreateTexelBuffer()
{
// Prefer an 8MB buffer if possible, but use less if the device doesn't support this.
// This buffer is potentially going to be addressed as R8s in the future, so we assume
// that one element is one byte.
m_texel_buffer_size =
std::min(TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE,
static_cast<size_t>(g_vulkan_context->GetDeviceLimits().maxTexelBufferElements));
m_texel_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT,
m_texel_buffer_size, m_texel_buffer_size);
if (!m_texel_buffer)
return false;
// Create views of the formats that we will be using.
m_texel_buffer_view_r8_uint = CreateTexelBufferView(VK_FORMAT_R8_UINT);
m_texel_buffer_view_r16_uint = CreateTexelBufferView(VK_FORMAT_R16_UINT);
m_texel_buffer_view_r32g32_uint = CreateTexelBufferView(VK_FORMAT_R32G32_UINT);
m_texel_buffer_view_rgba8_unorm = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UNORM);
m_texel_buffer_view_rgba8_uint = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UINT);
return m_texel_buffer_view_r8_uint != VK_NULL_HANDLE &&
m_texel_buffer_view_r16_uint != VK_NULL_HANDLE &&
m_texel_buffer_view_r32g32_uint != VK_NULL_HANDLE &&
m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE &&
m_texel_buffer_view_rgba8_uint != VK_NULL_HANDLE;
}
VkBufferView TextureConverter::CreateTexelBufferView(VkFormat format) const
{
// Create a view of the whole buffer, we'll offset our texel load into it
VkBufferViewCreateInfo view_info = {
VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkBufferViewCreateFlags flags
m_texel_buffer->GetBuffer(), // VkBuffer buffer
format, // VkFormat format
0, // VkDeviceSize offset
m_texel_buffer_size // VkDeviceSize range
};
VkBufferView view;
VkResult res = vkCreateBufferView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateBufferView failed: ");
return VK_NULL_HANDLE;
}
return view;
}
bool TextureConverter::CompilePaletteConversionShaders()
{
static const char PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE[] = R"(
layout(std140, push_constant) uniform PCBlock
{
float multiplier;
int texture_buffer_offset;
} PC;
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp1;
layout(location = 0) in vec3 f_uv0;
layout(location = 0) out vec4 ocol0;
int Convert3To8(int v)
{
// Swizzle bits: 00000123 -> 12312312
return (v << 5) | (v << 2) | (v >> 1);
}
int Convert4To8(int v)
{
// Swizzle bits: 00001234 -> 12341234
return (v << 4) | v;
}
int Convert5To8(int v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
int Convert6To8(int v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
float4 DecodePixel_RGB5A3(int val)
{
int r,g,b,a;
if ((val&0x8000) > 0)
{
r=Convert5To8((val>>10) & 0x1f);
g=Convert5To8((val>>5 ) & 0x1f);
b=Convert5To8((val ) & 0x1f);
a=0xFF;
}
else
{
a=Convert3To8((val>>12) & 0x7);
r=Convert4To8((val>>8 ) & 0xf);
g=Convert4To8((val>>4 ) & 0xf);
b=Convert4To8((val ) & 0xf);
}
return float4(r, g, b, a) / 255.0;
}
float4 DecodePixel_RGB565(int val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val) & 0x1f);
a = 0xFF;
return float4(r, g, b, a) / 255.0;
}
float4 DecodePixel_IA8(int val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255.0;
}
void main()
{
int src = int(round(texture(samp0, f_uv0).r * PC.multiplier));
src = int(texelFetch(samp1, src + PC.texture_buffer_offset).r);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DECODE(src);
}
)";
std::string palette_ia8_program = StringFromFormat("%s\n%s", "#define DECODE DecodePixel_IA8",
PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
std::string palette_rgb565_program = StringFromFormat(
"%s\n%s", "#define DECODE DecodePixel_RGB565", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
std::string palette_rgb5a3_program = StringFromFormat(
"%s\n%s", "#define DECODE DecodePixel_RGB5A3", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::IA8)] =
Util::CompileAndCreateFragmentShader(palette_ia8_program);
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB565)] =
Util::CompileAndCreateFragmentShader(palette_rgb565_program);
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB5A3)] =
Util::CompileAndCreateFragmentShader(palette_rgb5a3_program);
return m_palette_conversion_shaders[static_cast<int>(TLUTFormat::IA8)] != VK_NULL_HANDLE &&
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB565)] != VK_NULL_HANDLE &&
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB5A3)] != VK_NULL_HANDLE;
}
VkShaderModule TextureConverter::CompileEncodingShader(const EFBCopyParams& params)
{
const char* shader =
TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::Vulkan);
VkShaderModule module = Util::CompileAndCreateFragmentShader(shader);
if (module == VK_NULL_HANDLE)
PanicAlert("Failed to compile texture encoding shader.");
return module;
}
VkShaderModule TextureConverter::GetEncodingShader(const EFBCopyParams& params)
{
auto iter = m_encoding_shaders.find(params);
if (iter != m_encoding_shaders.end())
return iter->second;
VkShaderModule shader = CompileEncodingShader(params);
m_encoding_shaders.emplace(params, shader);
return shader;
}
bool TextureConverter::CreateEncodingTexture()
{
TextureConfig config(ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, 1,
ENCODING_TEXTURE_FORMAT, true);
m_encoding_render_texture = g_renderer->CreateTexture(config);
m_encoding_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Readback, config);
return m_encoding_render_texture && m_encoding_readback_texture;
}
bool TextureConverter::CreateDecodingTexture()
{
m_decoding_texture = Texture2D::Create(
DECODING_TEXTURE_WIDTH, DECODING_TEXTURE_HEIGHT, 1, 1, VK_FORMAT_R8G8B8A8_UNORM,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
if (!m_decoding_texture)
return false;
VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}};
VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
m_decoding_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
m_decoding_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_value, 1, &clear_range);
return true;
}
} // namespace Vulkan