// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Vulkan/TextureConverter.h" #include #include #include #include #include "Common/Assert.h" #include "Common/CommonFuncs.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/FramebufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/Renderer.h" #include "VideoBackends/Vulkan/StagingTexture2D.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/StreamBuffer.h" #include "VideoBackends/Vulkan/Texture2D.h" #include "VideoBackends/Vulkan/Util.h" #include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/TextureDecoder.h" namespace Vulkan { TextureConverter::TextureConverter() { } TextureConverter::~TextureConverter() { for (const auto& it : m_palette_conversion_shaders) { if (it != VK_NULL_HANDLE) vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr); } if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE) vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr); if (m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE) vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_unorm, nullptr); if (m_encoding_render_pass != VK_NULL_HANDLE) vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr); if (m_encoding_render_framebuffer != VK_NULL_HANDLE) vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_render_framebuffer, nullptr); for (VkShaderModule shader : m_encoding_shaders) { if (shader != VK_NULL_HANDLE) vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr); } if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE) vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr); if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE) vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr); } bool TextureConverter::Initialize() { if (!CreateTexelBuffer()) { PanicAlert("Failed to create uniform buffer"); return false; } if (!CompilePaletteConversionShaders()) { PanicAlert("Failed to compile palette conversion shaders"); return false; } if (!CompileEncodingShaders()) { PanicAlert("Failed to compile texture encoding shaders"); return false; } if (!CreateEncodingRenderPass()) { PanicAlert("Failed to create encode render pass"); return false; } if (!CreateEncodingTexture()) { PanicAlert("Failed to create encoding texture"); return false; } if (!CreateEncodingDownloadTexture()) { PanicAlert("Failed to create download texture"); return false; } if (!CompileYUYVConversionShaders()) { PanicAlert("Failed to compile YUYV conversion shaders"); return false; } return true; } bool TextureConverter::ReserveTexelBufferStorage(size_t size, size_t alignment) { // Enforce the minimum alignment for texture buffers on the device. size_t actual_alignment = std::max(static_cast(g_vulkan_context->GetTexelBufferAlignment()), alignment); if (m_texel_buffer->ReserveMemory(size, actual_alignment)) return true; WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer"); Util::ExecuteCurrentCommandsAndRestoreState(false); // This next call should never fail, since a command buffer is now in-flight and we can // wait on the fence for the GPU to finish. If this returns false, it's probably because // the device has been lost, which is fatal anyway. if (!m_texel_buffer->ReserveMemory(size, actual_alignment)) { PanicAlert("Failed to allocate space for texture conversion"); return false; } return true; } VkCommandBuffer TextureConverter::GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry) { // EFB copies can be used as paletted textures as well. For these, we can't assume them to be // contain the correct data before the frame begins (when the init command buffer is executed), // so we must convert them at the appropriate time, during the drawing command buffer. if (src_entry->IsEfbCopy()) { StateTracker::GetInstance()->EndRenderPass(); StateTracker::GetInstance()->SetPendingRebind(); return g_command_buffer_mgr->GetCurrentCommandBuffer(); } else { // Use initialization command buffer and perform conversion before the drawing commands. return g_command_buffer_mgr->GetCurrentInitCommandBuffer(); } } void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry, VkRenderPass render_pass, const void* palette, TlutFormat palette_format) { struct PSUniformBlock { float multiplier; int texel_buffer_offset; int pad[2]; }; _assert_(static_cast(palette_format) < NUM_PALETTE_CONVERSION_SHADERS); _assert_(dst_entry->config.rendertarget); // We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater. size_t palette_size = (src_entry->format & 0xF) == GX_TF_I4 ? 32 : 512; if (!ReserveTexelBufferStorage(palette_size, sizeof(u16))) return; // Copy in palette to texel buffer. u32 palette_offset = static_cast(m_texel_buffer->GetCurrentOffset()); memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size); m_texel_buffer->CommitMemory(palette_size); VkCommandBuffer command_buffer = GetCommandBufferForTextureConversion(src_entry); src_entry->GetTexture()->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); dst_entry->GetTexture()->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); // Bind and draw to the destination. UtilityShaderDraw draw(command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION), render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_palette_conversion_shaders[palette_format]); VkRect2D region = {{0, 0}, {dst_entry->config.width, dst_entry->config.height}}; draw.BeginRenderPass(dst_entry->GetFramebuffer(), region); PSUniformBlock uniforms = {}; uniforms.multiplier = (src_entry->format & 0xF) == GX_TF_I4 ? 15.0f : 255.0f; uniforms.texel_buffer_offset = static_cast(palette_offset / sizeof(u16)); draw.SetPushConstants(&uniforms, sizeof(uniforms)); draw.SetPSSampler(0, src_entry->GetTexture()->GetView(), g_object_cache->GetPointSampler()); draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint); draw.SetViewportAndScissor(0, 0, dst_entry->config.width, dst_entry->config.height); draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4); draw.EndRenderPass(); } void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy, bool is_intensity, int scale_by_half, const EFBRectangle& src_rect) { if (m_encoding_shaders[format] == VK_NULL_HANDLE) { ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format); return; } // Can't do our own draw within a render pass. StateTracker::GetInstance()->EndRenderPass(); m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT), m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_encoding_shaders[format]); // Uniform - int4 of left,top,native_width,scale s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast(native_width), scale_by_half ? 2 : 1}; draw.SetPushConstants(position_uniform, sizeof(position_uniform)); // Doesn't make sense to linear filter depth values draw.SetPSSampler(0, src_texture, (scale_by_half && !is_depth_copy) ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler()); u32 render_width = bytes_per_row / sizeof(u32); u32 render_height = num_blocks_y; Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width, render_height); VkRect2D render_region = {{0, 0}, {render_width, render_height}}; draw.BeginRenderPass(m_encoding_render_framebuffer, render_region); draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4); draw.EndRenderPass(); // Transition the image before copying m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); m_encoding_download_texture->CopyFromImage( g_command_buffer_mgr->GetCurrentCommandBuffer(), m_encoding_render_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, render_width, render_height, 0, 0); // Block until the GPU has finished copying to the staging texture. Util::ExecuteCurrentCommandsAndRestoreState(false, true); // Copy from staging texture to the final destination, adjusting pitch if necessary. m_encoding_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride); } void TextureConverter::EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height, Texture2D* src_texture, const MathUtil::Rectangle& src_rect) { StateTracker::GetInstance()->EndRenderPass(); // Borrow framebuffer from EFB2RAM encoder. VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer(); src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); m_encoding_render_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); // Use fragment shader to convert RGBA to YUYV. // Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in // the order the guest is expecting and we don't have to swap it at readback time. The width // is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel. u32 output_width = dst_width / 2; UtilityShaderDraw draw(command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), m_encoding_render_pass, g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE, m_rgb_to_yuyv_shader); VkRect2D region = {{0, 0}, {output_width, dst_height}}; draw.BeginRenderPass(m_encoding_render_framebuffer, region); draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler()); draw.DrawQuad(0, 0, static_cast(output_width), static_cast(dst_height), src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(), static_cast(src_texture->GetWidth()), static_cast(src_texture->GetHeight())); draw.EndRenderPass(); // Render pass transitions to TRANSFER_SRC. m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); // Copy from encoding texture to download buffer. m_encoding_download_texture->CopyFromImage(command_buffer, m_encoding_render_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width, dst_height, 0, 0); Util::ExecuteCurrentCommandsAndRestoreState(false, true); // Finally, copy to guest memory. This may have a different stride. m_encoding_download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride); } void TextureConverter::DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr, u32 src_width, u32 src_stride, u32 src_height) { // Copies (and our decoding step) cannot be done inside a render pass. StateTracker::GetInstance()->EndRenderPass(); StateTracker::GetInstance()->SetPendingRebind(); // Pack each row without any padding in the texel buffer. size_t upload_stride = src_width * sizeof(u16); size_t upload_size = upload_stride * src_height; // Reserve space in the texel buffer for storing the raw image. if (!ReserveTexelBufferStorage(upload_size, sizeof(u16))) return; // Handle pitch differences here. if (src_stride != upload_stride) { const u8* src_row_ptr = reinterpret_cast(src_ptr); u8* dst_row_ptr = m_texel_buffer->GetCurrentHostPointer(); size_t copy_size = std::min(upload_stride, static_cast(src_stride)); for (u32 row = 0; row < src_height; row++) { std::memcpy(dst_row_ptr, src_row_ptr, copy_size); src_row_ptr += src_stride; dst_row_ptr += upload_stride; } } else { std::memcpy(m_texel_buffer->GetCurrentHostPointer(), src_ptr, upload_size); } VkDeviceSize texel_buffer_offset = m_texel_buffer->GetCurrentOffset(); m_texel_buffer->CommitMemory(upload_size); dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); // We divide the offset by 4 here because we're fetching RGBA8 elements. // The stride is in RGBA8 elements, so we divide by two because our data is two bytes per pixel. struct PSUniformBlock { int buffer_offset; int src_stride; }; PSUniformBlock push_constants = {static_cast(texel_buffer_offset / sizeof(u32)), static_cast(src_width / 2)}; // Convert from the YUYV data now in the intermediate texture to RGBA in the destination. UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION), 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(src_width), static_cast(src_height)); draw.SetPSTexelBuffer(m_texel_buffer_view_rgba8_unorm); draw.SetPushConstants(&push_constants, sizeof(push_constants)); 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. // This buffer is potentially going to be addressed as R8s in the future, so we assume // that one element is one byte. m_texel_buffer_size = std::min(TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE, static_cast(g_vulkan_context->GetDeviceLimits().maxTexelBufferElements)); m_texel_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT, m_texel_buffer_size, m_texel_buffer_size); if (!m_texel_buffer) return false; // Create views of the formats that we will be using. m_texel_buffer_view_r16_uint = CreateTexelBufferView(VK_FORMAT_R16_UINT); m_texel_buffer_view_rgba8_unorm = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UNORM); return m_texel_buffer_view_r16_uint != VK_NULL_HANDLE && m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE; } VkBufferView TextureConverter::CreateTexelBufferView(VkFormat format) const { // Create a view of the whole buffer, we'll offset our texel load into it VkBufferViewCreateInfo view_info = { VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO, // VkStructureType sType nullptr, // const void* pNext 0, // VkBufferViewCreateFlags flags m_texel_buffer->GetBuffer(), // VkBuffer buffer format, // VkFormat format 0, // VkDeviceSize offset m_texel_buffer_size // VkDeviceSize range }; VkBufferView view; VkResult res = vkCreateBufferView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateBufferView failed: "); return VK_NULL_HANDLE; } return view; } bool TextureConverter::CompilePaletteConversionShaders() { static const char PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE[] = R"( layout(std140, push_constant) uniform PCBlock { float multiplier; int texture_buffer_offset; } PC; SAMPLER_BINDING(0) uniform sampler2DArray samp0; TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp1; layout(location = 0) in vec3 f_uv0; layout(location = 0) out vec4 ocol0; int Convert3To8(int v) { // Swizzle bits: 00000123 -> 12312312 return (v << 5) | (v << 2) | (v >> 1); } int Convert4To8(int v) { // Swizzle bits: 00001234 -> 12341234 return (v << 4) | v; } int Convert5To8(int v) { // Swizzle bits: 00012345 -> 12345123 return (v << 3) | (v >> 2); } int Convert6To8(int v) { // Swizzle bits: 00123456 -> 12345612 return (v << 2) | (v >> 4); } float4 DecodePixel_RGB5A3(int val) { int r,g,b,a; if ((val&0x8000) > 0) { r=Convert5To8((val>>10) & 0x1f); g=Convert5To8((val>>5 ) & 0x1f); b=Convert5To8((val ) & 0x1f); a=0xFF; } else { a=Convert3To8((val>>12) & 0x7); r=Convert4To8((val>>8 ) & 0xf); g=Convert4To8((val>>4 ) & 0xf); b=Convert4To8((val ) & 0xf); } return float4(r, g, b, a) / 255.0; } float4 DecodePixel_RGB565(int val) { int r, g, b, a; r = Convert5To8((val >> 11) & 0x1f); g = Convert6To8((val >> 5) & 0x3f); b = Convert5To8((val) & 0x1f); a = 0xFF; return float4(r, g, b, a) / 255.0; } float4 DecodePixel_IA8(int val) { int i = val & 0xFF; int a = val >> 8; return float4(i, i, i, a) / 255.0; } void main() { int src = int(round(texture(samp0, f_uv0).r * PC.multiplier)); src = int(texelFetch(samp1, src + PC.texture_buffer_offset).r); src = ((src << 8) & 0xFF00) | (src >> 8); ocol0 = DECODE(src); } )"; std::string palette_ia8_program = StringFromFormat("%s\n%s", "#define DECODE DecodePixel_IA8", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE); std::string palette_rgb565_program = StringFromFormat( "%s\n%s", "#define DECODE DecodePixel_RGB565", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE); std::string palette_rgb5a3_program = StringFromFormat( "%s\n%s", "#define DECODE DecodePixel_RGB5A3", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE); m_palette_conversion_shaders[GX_TL_IA8] = Util::CompileAndCreateFragmentShader(palette_ia8_program); m_palette_conversion_shaders[GX_TL_RGB565] = Util::CompileAndCreateFragmentShader(palette_rgb565_program); m_palette_conversion_shaders[GX_TL_RGB5A3] = Util::CompileAndCreateFragmentShader(palette_rgb5a3_program); return m_palette_conversion_shaders[GX_TL_IA8] != VK_NULL_HANDLE && m_palette_conversion_shaders[GX_TL_RGB565] != VK_NULL_HANDLE && m_palette_conversion_shaders[GX_TL_RGB5A3] != VK_NULL_HANDLE; } bool TextureConverter::CompileEncodingShaders() { // Texture encoding shaders static const u32 texture_encoding_shader_formats[] = { GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8, GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8, GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8, GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L}; for (u32 format : texture_encoding_shader_formats) { const char* shader_source = TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan); m_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source); if (m_encoding_shaders[format] == VK_NULL_HANDLE) return false; } return true; } bool TextureConverter::CreateEncodingRenderPass() { VkAttachmentDescription attachments[] = { {0, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}}; VkAttachmentReference color_attachment_references[] = { {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}}; VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1, color_attachment_references, nullptr, nullptr, 0, nullptr}}; VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, nullptr, 0, static_cast(ArraySize(attachments)), attachments, static_cast(ArraySize(subpass_descriptions)), subpass_descriptions, 0, nullptr}; VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr, &m_encoding_render_pass); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: "); return false; } return true; } bool TextureConverter::CreateEncodingTexture() { m_encoding_render_texture = Texture2D::Create( ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT); if (!m_encoding_render_texture) return false; VkImageView framebuffer_attachments[] = {m_encoding_render_texture->GetView()}; VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0, m_encoding_render_pass, static_cast(ArraySize(framebuffer_attachments)), framebuffer_attachments, m_encoding_render_texture->GetWidth(), m_encoding_render_texture->GetHeight(), m_encoding_render_texture->GetLayers()}; VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr, &m_encoding_render_framebuffer); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: "); return false; } return true; } bool TextureConverter::CreateEncodingDownloadTexture() { m_encoding_download_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT); 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"( layout(std140, push_constant) uniform PCBlock { int buffer_offset; int src_stride; } PC; TEXEL_BUFFER_BINDING(0) uniform samplerBuffer source; layout(location = 0) in vec3 uv0; layout(location = 0) out vec4 ocol0; void main() { ivec2 uv = ivec2(gl_FragCoord.xy); int buffer_pos = PC.buffer_offset + uv.y * PC.src_stride + (uv.x / 2); vec4 c0 = texelFetch(source, buffer_pos); 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