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Implement missing formats for Bravely Default 2

Squall-Leonhart 2 лет назад
Родитель
Сommit
7a986d731b

+ 1 - 0
src/video_core/host_shaders/CMakeLists.txt

@@ -20,6 +20,7 @@ set(SHADER_FILES
     block_linear_unswizzle_3d.comp
     convert_abgr8_to_d24s8.frag
     convert_d32f_to_abgr8.frag
+    convert_d32f_to_bgra8.frag
     convert_d24s8_to_abgr8.frag
     convert_depth_to_float.frag
     convert_float_to_depth.frag

+ 15 - 0
src/video_core/host_shaders/convert_d32f_to_bgra8.frag

@@ -0,0 +1,15 @@
+// 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(depth, depth, depth, 1.0);
+    color = color.bgra; // Swap color channels for BGRA format
+}

+ 9 - 0
src/video_core/renderer_vulkan/blit_image.cpp

@@ -13,6 +13,7 @@
 #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_s8d24_to_abgr8_frag_spv.h"
+#include "video_core/host_shaders/convert_d32f_to_bgra8_frag_spv.h"
 #include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
 #include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
 #include "video_core/host_shaders/vulkan_color_clear_frag_spv.h"
@@ -437,6 +438,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
       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)),
+      convert_d32f_to_bgra8_frag(BuildShader(device, CONVERT_D32F_TO_BGRA8_FRAG_SPV)),
       linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
       nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {}
 
@@ -580,6 +582,13 @@ void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
     ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
 }
 
+void BlitImageHelper::ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer,
+                                         ImageView& src_image_view) {
+    ConvertPipelineColorTargetEx(convert_d32f_to_bgra8_pipeline, dst_framebuffer->RenderPass(),
+                                 convert_d32f_to_bgra8_frag);
+    ConvertDepthStencil(*convert_d32f_to_abgr8_pipeline, dst_framebuffer, src_image_view);
+}
+
 void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
                                  const std::array<f32, 4>& clear_color,
                                  const Region2D& dst_region) {

+ 4 - 0
src/video_core/renderer_vulkan/blit_image.h

@@ -73,6 +73,8 @@ public:
 
     void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
 
+    void ConvertD32FToBGRA8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
+
     void ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
                     const std::array<f32, 4>& clear_color, const Region2D& dst_region);
 
@@ -133,6 +135,7 @@ private:
     vk::ShaderModule convert_d32f_to_abgr8_frag;
     vk::ShaderModule convert_d24s8_to_abgr8_frag;
     vk::ShaderModule convert_s8d24_to_abgr8_frag;
+    vk::ShaderModule convert_d32f_to_bgra8_frag;
     vk::Sampler linear_sampler;
     vk::Sampler nearest_sampler;
 
@@ -152,6 +155,7 @@ private:
     vk::Pipeline convert_d32f_to_abgr8_pipeline;
     vk::Pipeline convert_d24s8_to_abgr8_pipeline;
     vk::Pipeline convert_s8d24_to_abgr8_pipeline;
+    vk::Pipeline convert_d32f_to_bgra8_pipeline;
 };
 
 } // namespace Vulkan

+ 15 - 0
src/video_core/renderer_vulkan/vk_texture_cache.cpp

@@ -1193,6 +1193,11 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
             return blit_image_helper.ConvertD16ToR16(dst, src_view);
         }
         break;
+    case PixelFormat::A8B8G8R8_SRGB:
+        if (src_view.format == PixelFormat::D32_FLOAT) {
+            return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
+        }
+        break;
     case PixelFormat::A8B8G8R8_UNORM:
         if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
             return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
@@ -1204,6 +1209,16 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
             return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
         }
         break;
+    case PixelFormat::B8G8R8A8_SRGB:
+        if (src_view.format == PixelFormat::D32_FLOAT) {
+            return blit_image_helper.ConvertD32FToBGRA8(dst, src_view);
+        }
+        break;
+    case PixelFormat::B8G8R8A8_UNORM:
+        if (src_view.format == PixelFormat::D32_FLOAT) {
+            return blit_image_helper.ConvertD32FToBGRA8(dst, src_view);
+        }
+        break;
     case PixelFormat::R32_FLOAT:
         if (src_view.format == PixelFormat::D32_FLOAT) {
             return blit_image_helper.ConvertD32ToR32(dst, src_view);