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Vulkan: convert S8D24 <-> ABGR8

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bcc2d7e69b

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

@@ -12,6 +12,7 @@ set(SHADER_FILES
     block_linear_unswizzle_3d.comp
     convert_abgr8_to_d24s8.frag
     convert_d24s8_to_abgr8.frag
+    convert_s8d24_to_abgr8.frag
     convert_depth_to_float.frag
     convert_float_to_depth.frag
     full_screen_triangle.vert

+ 23 - 0
src/video_core/host_shaders/convert_s8d24_to_abgr8.frag

@@ -0,0 +1,23 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#version 450
+
+layout(binding = 0) uniform sampler2D depth_tex;
+layout(binding = 1) uniform isampler2D stencil_tex;
+
+layout(location = 0) out vec4 color;
+
+void main() {
+    ivec2 coord = ivec2(gl_FragCoord.xy);
+    uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
+    uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
+
+    highp uint depth_val =
+        uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
+    lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
+    highp uvec4 components =
+        uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
+    color.rgba = vec4(components) / (exp2(8.0) - 1.0);
+}

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

@@ -9,6 +9,7 @@
 #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"
+#include "video_core/host_shaders/convert_s8d24_to_abgr8_frag_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_depth_stencil_frag_spv.h"
@@ -370,6 +371,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
       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_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>)),
       nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {
     if (device.IsExtShaderStencilExportSupported()) {
@@ -474,6 +476,13 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
     ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view);
 }
 
+void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
+                                          ImageView& src_image_view) {
+    ConvertPipelineColorTargetEx(convert_s8d24_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
+                                 convert_s8d24_to_abgr8_frag);
+    ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
+}
+
 void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
                               const ImageView& src_image_view) {
     const VkPipelineLayout layout = *one_texture_pipeline_layout;

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

@@ -56,6 +56,8 @@ public:
 
     void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
 
+    void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
+
 private:
     void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
                  const ImageView& src_image_view);
@@ -99,6 +101,7 @@ private:
     vk::ShaderModule convert_float_to_depth_frag;
     vk::ShaderModule convert_abgr8_to_d24s8_frag;
     vk::ShaderModule convert_d24s8_to_abgr8_frag;
+    vk::ShaderModule convert_s8d24_to_abgr8_frag;
     vk::Sampler linear_sampler;
     vk::Sampler nearest_sampler;
 
@@ -112,6 +115,7 @@ private:
     vk::Pipeline convert_r16_to_d16_pipeline;
     vk::Pipeline convert_abgr8_to_d24s8_pipeline;
     vk::Pipeline convert_d24s8_to_abgr8_pipeline;
+    vk::Pipeline convert_s8d24_to_abgr8_pipeline;
 };
 
 } // namespace Vulkan

+ 4 - 2
src/video_core/renderer_vulkan/vk_texture_cache.cpp

@@ -1067,10 +1067,12 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
         }
         break;
     case PixelFormat::A8B8G8R8_UNORM:
-        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM ||
-            src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
+        if (src_view.format == PixelFormat::S8_UINT_D24_UNORM) {
             return blit_image_helper.ConvertD24S8ToABGR8(dst, src_view);
         }
+        if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
+            return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
+        }
         break;
     case PixelFormat::R32_FLOAT:
         if (src_view.format == PixelFormat::D32_FLOAT) {