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@ -4,6 +4,7 @@
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#include <algorithm>
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#include "common/settings.h"
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
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@ -335,6 +336,17 @@ void BindBlitState(vk::CommandBuffer cmdbuf, VkPipelineLayout layout, const Regi
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cmdbuf.SetScissor(0, scissor);
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cmdbuf.PushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT, push_constants);
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}
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VkExtent2D GetConversionExtent(const ImageView& src_image_view) {
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const auto& resolution = Settings::values.resolution_info;
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const bool is_rescaled = src_image_view.IsRescaled();
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u32 width = src_image_view.size.width;
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u32 height = src_image_view.size.height;
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return VkExtent2D{
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.width = is_rescaled ? resolution.ScaleUp(width) : width,
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.height = is_rescaled ? resolution.ScaleUp(height) : height,
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};
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}
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} // Anonymous namespace
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BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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@ -425,61 +437,52 @@ void BlitImageHelper::BlitDepthStencil(const Framebuffer* dst_framebuffer,
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}
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void BlitImageHelper::ConvertD32ToR32(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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const ImageView& src_image_view) {
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ConvertDepthToColorPipeline(convert_d32_to_r32_pipeline, dst_framebuffer->RenderPass());
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Convert(*convert_d32_to_r32_pipeline, dst_framebuffer, src_image_view, up_scale, down_shift);
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Convert(*convert_d32_to_r32_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertR32ToD32(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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const ImageView& src_image_view) {
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ConvertColorToDepthPipeline(convert_r32_to_d32_pipeline, dst_framebuffer->RenderPass());
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Convert(*convert_r32_to_d32_pipeline, dst_framebuffer, src_image_view, up_scale, down_shift);
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Convert(*convert_r32_to_d32_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD16ToR16(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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const ImageView& src_image_view) {
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ConvertDepthToColorPipeline(convert_d16_to_r16_pipeline, dst_framebuffer->RenderPass());
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Convert(*convert_d16_to_r16_pipeline, dst_framebuffer, src_image_view, up_scale, down_shift);
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Convert(*convert_d16_to_r16_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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const ImageView& src_image_view) {
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ConvertColorToDepthPipeline(convert_r16_to_d16_pipeline, dst_framebuffer->RenderPass());
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Convert(*convert_r16_to_d16_pipeline, dst_framebuffer, src_image_view, up_scale, down_shift);
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Convert(*convert_r16_to_d16_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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const ImageView& src_image_view) {
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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ConvertColor(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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convert_abgr8_to_d24s8_frag);
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ImageView& src_image_view) {
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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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convert_d24s8_to_abgr8_frag);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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const ImageView& src_image_view) {
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkImageView src_view = src_image_view.Handle(Shader::TextureType::Color2D);
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const VkSampler sampler = *nearest_sampler;
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const VkExtent2D extent{
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.width = std::max((src_image_view.size.width * up_scale) >> down_shift, 1U),
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.height = std::max((src_image_view.size.height * up_scale) >> down_shift, 1U),
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};
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const VkExtent2D extent = GetConversionExtent(src_image_view);
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([pipeline, layout, sampler, src_view, extent, up_scale, down_shift,
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this](vk::CommandBuffer cmdbuf) {
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scheduler.Record([pipeline, layout, sampler, src_view, extent, this](vk::CommandBuffer cmdbuf) {
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const VkOffset2D offset{
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.x = 0,
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.y = 0,
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@ -563,18 +566,16 @@ void BlitImageHelper::ConvertColor(VkPipeline pipeline, const Framebuffer* dst_f
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}
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void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ImageView& src_image_view) {
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const VkPipelineLayout layout = *two_textures_pipeline_layout;
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const VkImageView src_depth_view = src_image_view.DepthView();
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const VkImageView src_stencil_view = src_image_view.StencilView();
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const VkSampler sampler = *nearest_sampler;
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const VkExtent2D extent{
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.width = std::max((src_image_view.size.width * up_scale) >> down_shift, 1U),
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.height = std::max((src_image_view.size.height * up_scale) >> down_shift, 1U),
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};
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const VkExtent2D extent = GetConversionExtent(src_image_view);
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([pipeline, layout, sampler, src_depth_view, src_stencil_view, extent, up_scale,
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down_shift, this](vk::CommandBuffer cmdbuf) {
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scheduler.Record([pipeline, layout, sampler, src_depth_view, src_stencil_view, extent,
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this](vk::CommandBuffer cmdbuf) {
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const VkOffset2D offset{
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.x = 0,
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.y = 0,
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@ -695,11 +696,14 @@ VkPipeline BlitImageHelper::FindOrEmplaceDepthStencilPipeline(const BlitImagePip
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return *blit_depth_stencil_pipelines.back();
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}
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void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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void BlitImageHelper::ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass,
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bool is_target_depth) {
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if (pipeline) {
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *convert_depth_to_float_frag);
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VkShaderModule frag_shader =
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is_target_depth ? *convert_float_to_depth_frag : *convert_depth_to_float_frag;
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const std::array stages = MakeStages(*full_screen_vert, frag_shader);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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@ -712,8 +716,9 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDepthStencilState = is_target_depth ? &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO : nullptr,
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.pColorBlendState = is_target_depth ? &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO
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: &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = *one_texture_pipeline_layout,
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.renderPass = renderpass,
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@ -723,37 +728,17 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend
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});
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}
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void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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ConvertPipeline(pipeline, renderpass, false);
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}
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void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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if (pipeline) {
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *convert_float_to_depth_frag);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = *one_texture_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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});
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ConvertPipeline(pipeline, renderpass, true);
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}
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool is_target_depth,
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bool single_texture) {
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vk::ShaderModule& module, bool single_texture,
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bool is_target_depth) {
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if (pipeline) {
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return;
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}
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@ -782,13 +767,13 @@ void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass ren
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}
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void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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ConvertPipelineEx(pipeline, renderpass, module, false, single_texture);
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vk::ShaderModule& module) {
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ConvertPipelineEx(pipeline, renderpass, module, false, false);
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}
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void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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ConvertPipelineEx(pipeline, renderpass, module, true, single_texture);
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vk::ShaderModule& module) {
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ConvertPipelineEx(pipeline, renderpass, module, true, true);
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}
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} // namespace Vulkan
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