Vulkan: Move XFB encoding/decoding to TextureConverter
This commit is contained in:
parent
d67463e0a7
commit
804cd0ff03
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@ -18,6 +18,7 @@
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VertexFormat.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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@ -1411,7 +1412,7 @@ void FramebufferManager::CopyToRealXFB(u32 xfb_addr, u32 fb_stride, u32 fb_heigh
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// The destination stride can differ from the copy region width, in which case the pixels
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// outside the copy region should not be written to.
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TextureCache::GetInstance()->EncodeYUYVTextureToMemory(
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TextureCache::GetInstance()->GetTextureConverter()->EncodeTextureToMemoryYUYV(
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xfb_ptr, static_cast<u32>(source_rc.GetWidth()), fb_stride, fb_height, src_texture,
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scaled_rc);
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@ -1437,8 +1438,8 @@ void XFBSource::DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height)
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// Guest memory -> GPU EFB Textures
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const u8* src_ptr = Memory::GetPointer(xfb_addr);
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_assert_(src_ptr);
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TextureCache::GetInstance()->DecodeYUYVTextureFromMemory(m_texture.get(), src_ptr, fb_width,
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fb_width * 2, fb_height);
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TextureCache::GetInstance()->GetTextureConverter()->DecodeYUYVTextureFromMemory(
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m_texture.get(), src_ptr, fb_width, fb_width * 2, fb_height);
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}
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void XFBSource::CopyEFB(float gamma)
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@ -730,52 +730,6 @@ bool TextureCache::CompileShaders()
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}
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)";
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static const char RGB_TO_YUYV_SHADER_SOURCE[] = R"(
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SAMPLER_BINDING(0) uniform sampler2DArray source;
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layout(location = 0) in vec3 uv0;
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layout(location = 0) out vec4 ocol0;
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const vec3 y_const = vec3(0.257,0.504,0.098);
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const vec3 u_const = vec3(-0.148,-0.291,0.439);
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const vec3 v_const = vec3(0.439,-0.368,-0.071);
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const vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);
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void main()
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{
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vec3 c0 = texture(source, vec3(uv0.xy - dFdx(uv0.xy) * 0.25, 0.0)).rgb;
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vec3 c1 = texture(source, vec3(uv0.xy + dFdx(uv0.xy) * 0.25, 0.0)).rgb;
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vec3 c01 = (c0 + c1) * 0.5;
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ocol0 = vec4(dot(c1, y_const),
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dot(c01,u_const),
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dot(c0,y_const),
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dot(c01, v_const)) + const3;
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}
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)";
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static const char YUYV_TO_RGB_SHADER_SOURCE[] = R"(
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SAMPLER_BINDING(0) uniform sampler2D source;
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layout(location = 0) in vec3 uv0;
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layout(location = 0) out vec4 ocol0;
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void main()
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{
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ivec2 uv = ivec2(gl_FragCoord.xy);
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vec4 c0 = texelFetch(source, ivec2(uv.x / 2, uv.y), 0);
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// The texture used to stage the upload is in BGRA order.
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c0 = c0.zyxw;
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float y = mix(c0.r, c0.b, (uv.x & 1) == 1);
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float yComp = 1.164 * (y - 0.0625);
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float uComp = c0.g - 0.5;
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float vComp = c0.a - 0.5;
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ocol0 = vec4(yComp + (1.596 * vComp),
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yComp - (0.813 * vComp) - (0.391 * uComp),
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yComp + (2.018 * uComp),
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1.0);
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}
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)";
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std::string header = g_object_cache->GetUtilityShaderHeader();
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std::string source;
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@ -791,14 +745,8 @@ bool TextureCache::CompileShaders()
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source = header + EFB_DEPTH_TO_TEX_SOURCE;
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m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
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source = header + RGB_TO_YUYV_SHADER_SOURCE;
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m_rgb_to_yuyv_shader = Util::CompileAndCreateFragmentShader(source);
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source = header + YUYV_TO_RGB_SHADER_SOURCE;
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m_yuyv_to_rgb_shader = Util::CompileAndCreateFragmentShader(source);
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return (m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
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m_efb_depth_to_tex_shader != VK_NULL_HANDLE && m_rgb_to_yuyv_shader != VK_NULL_HANDLE &&
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m_yuyv_to_rgb_shader != VK_NULL_HANDLE);
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return m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
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m_efb_depth_to_tex_shader != VK_NULL_HANDLE;
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}
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void TextureCache::DeleteShaders()
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@ -822,120 +770,6 @@ void TextureCache::DeleteShaders()
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
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m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
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}
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if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr);
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m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
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}
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if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr);
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m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
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}
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}
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void TextureCache::EncodeYUYVTextureToMemory(void* dst_ptr, u32 dst_width, u32 dst_stride,
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u32 dst_height, Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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StateTracker::GetInstance()->EndRenderPass();
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Borrow framebuffer from EFB2RAM encoder.
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Texture2D* encoding_texture = m_texture_converter->GetEncodingTexture();
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StagingTexture2D* download_texture = m_texture_converter->GetDownloadTexture();
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encoding_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Use fragment shader to convert RGBA to YUYV.
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// Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in
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// the order the guest is expecting and we don't have to swap it at readback time. The width
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// is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel.
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u32 output_width = dst_width / 2;
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UtilityShaderDraw draw(
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command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_texture_converter->GetEncodingRenderPass(), g_object_cache->GetPassthroughVertexShader(),
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VK_NULL_HANDLE, m_rgb_to_yuyv_shader);
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VkRect2D region = {{0, 0}, {output_width, dst_height}};
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draw.BeginRenderPass(m_texture_converter->GetEncodingTextureFramebuffer(), region);
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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draw.DrawQuad(0, 0, static_cast<int>(output_width), static_cast<int>(dst_height), src_rect.left,
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src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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static_cast<int>(src_texture->GetWidth()),
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static_cast<int>(src_texture->GetHeight()));
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draw.EndRenderPass();
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// Render pass transitions to TRANSFER_SRC.
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encoding_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Copy from encoding texture to download buffer.
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download_texture->CopyFromImage(command_buffer, encoding_texture->GetImage(),
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VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width, dst_height, 0, 0);
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Finally, copy to guest memory. This may have a different stride.
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download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride);
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}
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void TextureCache::DecodeYUYVTextureFromMemory(TCacheEntry* dst_texture, const void* src_ptr,
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u32 src_width, u32 src_stride, u32 src_height)
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{
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// Copies (and our decoding step) cannot be done inside a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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// We share the upload buffer with normal textures here, since the XFB buffers aren't very large.
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u32 upload_size = src_stride * src_height;
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if (!m_texture_upload_buffer->ReserveMemory(upload_size,
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g_vulkan_context->GetBufferImageGranularity()))
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{
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// Execute the command buffer first.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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if (!m_texture_upload_buffer->ReserveMemory(upload_size,
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g_vulkan_context->GetBufferImageGranularity()))
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PanicAlert("Failed to allocate space in texture upload buffer");
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}
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// Assume that each source row is not padded.
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_assert_(src_stride == (src_width * sizeof(u16)));
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VkDeviceSize image_upload_buffer_offset = m_texture_upload_buffer->GetCurrentOffset();
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std::memcpy(m_texture_upload_buffer->GetCurrentHostPointer(), src_ptr, upload_size);
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m_texture_upload_buffer->CommitMemory(upload_size);
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// Copy from the upload buffer to the intermediate texture. We borrow this from the encoder.
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// The width is specified as half here because we have two pixels packed in each RGBA texel.
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// In the future this could be skipped by reading the upload buffer as a uniform texel buffer.
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VkBufferImageCopy image_copy = {
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image_upload_buffer_offset, // VkDeviceSize bufferOffset
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0, // uint32_t bufferRowLength
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0, // uint32_t bufferImageHeight
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, // VkImageSubresourceLayers imageSubresource
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{0, 0, 0}, // VkOffset3D imageOffset
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{src_width / 2, src_height, 1} // VkExtent3D imageExtent
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};
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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Texture2D* intermediate_texture = m_texture_converter->GetEncodingTexture();
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intermediate_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdCopyBufferToImage(command_buffer, m_texture_upload_buffer->GetBuffer(),
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intermediate_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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&image_copy);
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intermediate_texture->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Convert from the YUYV data now in the intermediate texture to RGBA in the destination.
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UtilityShaderDraw draw(
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command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_texture_converter->GetEncodingRenderPass(), g_object_cache->GetScreenQuadVertexShader(),
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VK_NULL_HANDLE, m_yuyv_to_rgb_shader);
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VkRect2D region = {{0, 0}, {src_width, src_height}};
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draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
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draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
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draw.SetPSSampler(0, intermediate_texture->GetView(), g_object_cache->GetPointSampler());
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draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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draw.EndRenderPass();
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}
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} // namespace Vulkan
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@ -48,6 +48,8 @@ public:
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static TextureCache* GetInstance();
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StreamBuffer* GetUploadBuffer() const { return m_texture_upload_buffer.get(); }
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TextureConverter* GetTextureConverter() const { return m_texture_converter.get(); }
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bool Initialize();
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bool CompileShaders() override;
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@ -65,14 +67,6 @@ public:
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void CopyRectangleFromTexture(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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// Encodes texture to guest memory in XFB (YUYV) format.
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void EncodeYUYVTextureToMemory(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
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Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
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void DecodeYUYVTextureFromMemory(TCacheEntry* dst_texture, const void* src_ptr, u32 src_width,
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u32 src_stride, u32 src_height);
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private:
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bool CreateRenderPasses();
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VkRenderPass GetRenderPassForTextureUpdate(const Texture2D* texture) const;
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@ -95,8 +89,6 @@ private:
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VkShaderModule m_copy_shader = VK_NULL_HANDLE;
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VkShaderModule m_efb_color_to_tex_shader = VK_NULL_HANDLE;
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VkShaderModule m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
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VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
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VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
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};
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} // namespace Vulkan
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@ -56,6 +56,11 @@ TextureConverter::~TextureConverter()
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if (shader != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
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}
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if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr);
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if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr);
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}
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bool TextureConverter::Initialize()
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return false;
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}
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if (!CompileYUYVConversionShaders())
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{
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PanicAlert("Failed to compile YUYV conversion shaders");
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return false;
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}
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return true;
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}
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@ -228,6 +239,112 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
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memory_stride);
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}
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void TextureConverter::EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride,
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u32 dst_height, Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Borrow framebuffer from EFB2RAM encoder.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_encoding_render_texture->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Use fragment shader to convert RGBA to YUYV.
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// Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in
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// the order the guest is expecting and we don't have to swap it at readback time. The width
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// is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel.
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u32 output_width = dst_width / 2;
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UtilityShaderDraw draw(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_encoding_render_pass, g_object_cache->GetPassthroughVertexShader(),
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VK_NULL_HANDLE, m_rgb_to_yuyv_shader);
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VkRect2D region = {{0, 0}, {output_width, dst_height}};
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draw.BeginRenderPass(m_encoding_render_framebuffer, region);
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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draw.DrawQuad(0, 0, static_cast<int>(output_width), static_cast<int>(dst_height), src_rect.left,
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src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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static_cast<int>(src_texture->GetWidth()),
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static_cast<int>(src_texture->GetHeight()));
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draw.EndRenderPass();
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// Render pass transitions to TRANSFER_SRC.
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m_encoding_render_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Copy from encoding texture to download buffer.
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m_encoding_download_texture->CopyFromImage(command_buffer, m_encoding_render_texture->GetImage(),
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VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width,
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dst_height, 0, 0);
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Finally, copy to guest memory. This may have a different stride.
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m_encoding_download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride);
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}
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void TextureConverter::DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture,
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const void* src_ptr, u32 src_width,
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u32 src_stride, u32 src_height)
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{
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// Copies (and our decoding step) cannot be done inside a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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// We share the upload buffer with normal textures here, since the XFB buffers aren't very large.
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u32 upload_size = src_stride * src_height;
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StreamBuffer* texture_upload_buffer = TextureCache::GetInstance()->GetUploadBuffer();
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if (!texture_upload_buffer->ReserveMemory(upload_size,
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g_vulkan_context->GetBufferImageGranularity()))
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{
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// Execute the command buffer first.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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if (!texture_upload_buffer->ReserveMemory(upload_size,
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g_vulkan_context->GetBufferImageGranularity()))
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PanicAlert("Failed to allocate space in texture upload buffer");
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}
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// Assume that each source row is not padded.
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_assert_(src_stride == (src_width * sizeof(u16)));
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VkDeviceSize image_upload_buffer_offset = texture_upload_buffer->GetCurrentOffset();
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std::memcpy(texture_upload_buffer->GetCurrentHostPointer(), src_ptr, upload_size);
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texture_upload_buffer->CommitMemory(upload_size);
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// Copy from the upload buffer to the intermediate texture. We borrow this from the encoder.
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// The width is specified as half here because we have two pixels packed in each RGBA texel.
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// In the future this could be skipped by reading the upload buffer as a uniform texel buffer.
|
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VkBufferImageCopy image_copy = {
|
||||
image_upload_buffer_offset, // VkDeviceSize bufferOffset
|
||||
0, // uint32_t bufferRowLength
|
||||
0, // uint32_t bufferImageHeight
|
||||
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, // VkImageSubresourceLayers imageSubresource
|
||||
{0, 0, 0}, // VkOffset3D imageOffset
|
||||
{src_width / 2, src_height, 1} // VkExtent3D imageExtent
|
||||
};
|
||||
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
||||
m_encoding_render_texture->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
|
||||
vkCmdCopyBufferToImage(command_buffer, texture_upload_buffer->GetBuffer(),
|
||||
m_encoding_render_texture->GetImage(),
|
||||
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
|
||||
m_encoding_render_texture->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
dst_texture->GetTexture()->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
// Convert from the YUYV data now in the intermediate texture to RGBA in the destination.
|
||||
UtilityShaderDraw draw(command_buffer,
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
|
||||
m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
|
||||
VK_NULL_HANDLE, m_yuyv_to_rgb_shader);
|
||||
VkRect2D region = {{0, 0}, {src_width, src_height}};
|
||||
draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
|
||||
draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
|
||||
draw.SetPSSampler(0, m_encoding_render_texture->GetView(), g_object_cache->GetPointSampler());
|
||||
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
|
||||
draw.EndRenderPass();
|
||||
}
|
||||
|
||||
bool TextureConverter::CreateTexelBuffer()
|
||||
{
|
||||
// Prefer an 8MB buffer if possible, but use less if the device doesn't support this.
|
||||
|
@ -472,4 +589,61 @@ bool TextureConverter::CreateEncodingDownloadTexture()
|
|||
return m_encoding_download_texture && m_encoding_download_texture->Map();
|
||||
}
|
||||
|
||||
bool TextureConverter::CompileYUYVConversionShaders()
|
||||
{
|
||||
static const char RGB_TO_YUYV_SHADER_SOURCE[] = R"(
|
||||
SAMPLER_BINDING(0) uniform sampler2DArray source;
|
||||
layout(location = 0) in vec3 uv0;
|
||||
layout(location = 0) out vec4 ocol0;
|
||||
|
||||
const vec3 y_const = vec3(0.257,0.504,0.098);
|
||||
const vec3 u_const = vec3(-0.148,-0.291,0.439);
|
||||
const vec3 v_const = vec3(0.439,-0.368,-0.071);
|
||||
const vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 c0 = texture(source, vec3(uv0.xy - dFdx(uv0.xy) * 0.25, 0.0)).rgb;
|
||||
vec3 c1 = texture(source, vec3(uv0.xy + dFdx(uv0.xy) * 0.25, 0.0)).rgb;
|
||||
vec3 c01 = (c0 + c1) * 0.5;
|
||||
ocol0 = vec4(dot(c1, y_const),
|
||||
dot(c01,u_const),
|
||||
dot(c0,y_const),
|
||||
dot(c01, v_const)) + const3;
|
||||
}
|
||||
)";
|
||||
|
||||
static const char YUYV_TO_RGB_SHADER_SOURCE[] = R"(
|
||||
SAMPLER_BINDING(0) uniform sampler2D source;
|
||||
layout(location = 0) in vec3 uv0;
|
||||
layout(location = 0) out vec4 ocol0;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 uv = ivec2(gl_FragCoord.xy);
|
||||
vec4 c0 = texelFetch(source, ivec2(uv.x / 2, uv.y), 0);
|
||||
|
||||
// The texture used to stage the upload is in BGRA order.
|
||||
c0 = c0.zyxw;
|
||||
|
||||
float y = mix(c0.r, c0.b, (uv.x & 1) == 1);
|
||||
float yComp = 1.164 * (y - 0.0625);
|
||||
float uComp = c0.g - 0.5;
|
||||
float vComp = c0.a - 0.5;
|
||||
ocol0 = vec4(yComp + (1.596 * vComp),
|
||||
yComp - (0.813 * vComp) - (0.391 * uComp),
|
||||
yComp + (2.018 * uComp),
|
||||
1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
std::string header = g_object_cache->GetUtilityShaderHeader();
|
||||
std::string source = header + RGB_TO_YUYV_SHADER_SOURCE;
|
||||
m_rgb_to_yuyv_shader = Util::CompileAndCreateFragmentShader(source);
|
||||
source = header + YUYV_TO_RGB_SHADER_SOURCE;
|
||||
m_yuyv_to_rgb_shader = Util::CompileAndCreateFragmentShader(source);
|
||||
|
||||
return m_rgb_to_yuyv_shader != VK_NULL_HANDLE && m_yuyv_to_rgb_shader != VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
|
@ -25,10 +25,6 @@ public:
|
|||
TextureConverter();
|
||||
~TextureConverter();
|
||||
|
||||
VkRenderPass GetEncodingRenderPass() const { return m_encoding_render_pass; }
|
||||
Texture2D* GetEncodingTexture() const { return m_encoding_render_texture.get(); }
|
||||
VkFramebuffer GetEncodingTextureFramebuffer() const { return m_encoding_render_framebuffer; }
|
||||
StagingTexture2D* GetDownloadTexture() const { return m_encoding_download_texture.get(); }
|
||||
bool Initialize();
|
||||
|
||||
// Applies palette to dst_entry, using indices from src_entry.
|
||||
|
@ -42,6 +38,14 @@ public:
|
|||
PEControl::PixelFormat src_format, bool is_intensity,
|
||||
int scale_by_half, const EFBRectangle& source);
|
||||
|
||||
// Encodes texture to guest memory in XFB (YUYV) format.
|
||||
void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
|
||||
Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
|
||||
|
||||
// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
|
||||
void DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr,
|
||||
u32 src_width, u32 src_stride, u32 src_height);
|
||||
|
||||
private:
|
||||
static const u32 NUM_TEXTURE_ENCODING_SHADERS = 64;
|
||||
static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
|
||||
|
@ -59,6 +63,8 @@ private:
|
|||
bool CreateEncodingTexture();
|
||||
bool CreateEncodingDownloadTexture();
|
||||
|
||||
bool CompileYUYVConversionShaders();
|
||||
|
||||
// Shared between conversion types
|
||||
std::unique_ptr<StreamBuffer> m_texel_buffer;
|
||||
VkBufferView m_texel_buffer_view_r16_uint = VK_NULL_HANDLE;
|
||||
|
@ -73,6 +79,10 @@ private:
|
|||
std::unique_ptr<Texture2D> m_encoding_render_texture;
|
||||
VkFramebuffer m_encoding_render_framebuffer = VK_NULL_HANDLE;
|
||||
std::unique_ptr<StagingTexture2D> m_encoding_download_texture;
|
||||
|
||||
// XFB encoding/decoding shaders
|
||||
VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
|
||||
VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
|
Loading…
Reference in New Issue