Vulkan: Fix bug with palette converted EFB copies
This happened when the source texture was an EFB copy, therefore it had not been populated prior to the draw command buffer being executed, and the conversion was occurring in the init command list.
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@ -62,7 +62,9 @@ bool PaletteTextureConverter::Initialize()
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return true;
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}
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void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
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void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
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VkCommandBuffer command_buffer,
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VkRenderPass render_pass,
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VkFramebuffer dst_framebuffer, Texture2D* src_texture,
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u32 width, u32 height, void* palette,
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TlutFormat format)
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@ -113,14 +115,14 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
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&m_palette_buffer_view};
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vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), 1, &texel_set_write, 0, nullptr);
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Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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m_palette_stream_buffer->GetBuffer(), VK_ACCESS_HOST_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT, palette_offset, palette_size,
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VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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Util::BufferMemoryBarrier(command_buffer, m_palette_stream_buffer->GetBuffer(),
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VK_ACCESS_HOST_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, palette_offset,
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palette_size, VK_PIPELINE_STAGE_HOST_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// Set up draw
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), m_pipeline_layout,
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render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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UtilityShaderDraw draw(command_buffer, m_pipeline_layout, render_pass,
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g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_shaders[format]);
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VkRect2D region = {{0, 0}, {width, height}};
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@ -138,8 +140,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
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// We have to bind the texel buffer descriptor set separately.
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vkCmdBindDescriptorSets(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
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&texel_buffer_descriptor_set, 0, nullptr);
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// Draw
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@ -26,9 +26,10 @@ public:
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bool Initialize();
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void ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
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VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
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void* palette, TlutFormat format);
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void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
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VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
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Texture2D* src_texture, u32 width, u32 height, void* palette,
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TlutFormat format);
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private:
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static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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@ -92,9 +92,26 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
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TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
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_assert_(entry->config.rendertarget);
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// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
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// contain the correct data before the frame begins (when the init command buffer is executed),
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// so we must convert them at the appropriate time, during the drawing command buffer.
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VkCommandBuffer command_buffer;
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if (unconverted->IsEfbCopy())
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{
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command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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m_state_tracker->EndRenderPass();
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m_state_tracker->SetPendingRebind();
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}
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else
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{
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// Use initialization command buffer and perform conversion before the drawing commands.
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command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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}
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m_palette_texture_converter->ConvertTexture(
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m_state_tracker, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(),
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unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format);
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m_state_tracker, command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()),
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entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height,
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palette, format);
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// Render pass transitions to SHADER_READ_ONLY.
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entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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