629 lines
25 KiB
C++
629 lines
25 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include <algorithm>
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include <string>
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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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/Util.h"
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#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Vulkan
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{
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namespace
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{
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struct EFBEncodeParams
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{
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std::array<s32, 4> position_uniform;
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float y_scale;
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};
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}
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TextureConverter::TextureConverter()
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{
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}
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TextureConverter::~TextureConverter()
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{
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for (const auto& it : m_palette_conversion_shaders)
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{
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if (it != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr);
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}
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if (m_texel_buffer_view_r8_uint != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r8_uint, nullptr);
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if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr);
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if (m_texel_buffer_view_r32g32_uint != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r32g32_uint, nullptr);
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if (m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_unorm, nullptr);
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if (m_texel_buffer_view_rgba8_uint != VK_NULL_HANDLE)
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vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_uint, nullptr);
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for (auto& it : m_encoding_shaders)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second, nullptr);
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for (const auto& it : m_decoding_pipelines)
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{
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if (it.second.compute_shader != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.compute_shader, nullptr);
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}
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}
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bool TextureConverter::Initialize()
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{
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if (!CreateTexelBuffer())
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{
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PanicAlert("Failed to create uniform buffer");
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return false;
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}
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if (!CompilePaletteConversionShaders())
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{
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PanicAlert("Failed to compile palette conversion shaders");
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return false;
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}
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if (!CreateEncodingTexture())
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{
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PanicAlert("Failed to create encoding texture");
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return false;
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}
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if (!CreateDecodingTexture())
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{
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PanicAlert("Failed to create decoding texture");
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return false;
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}
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return true;
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}
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bool TextureConverter::ReserveTexelBufferStorage(size_t size, size_t alignment)
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{
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// Enforce the minimum alignment for texture buffers on the device.
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size_t actual_alignment =
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std::max(static_cast<size_t>(g_vulkan_context->GetTexelBufferAlignment()), alignment);
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if (m_texel_buffer->ReserveMemory(size, actual_alignment))
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return true;
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WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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// This next call should never fail, since a command buffer is now in-flight and we can
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// wait on the fence for the GPU to finish. If this returns false, it's probably because
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// the device has been lost, which is fatal anyway.
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if (!m_texel_buffer->ReserveMemory(size, actual_alignment))
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{
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PanicAlert("Failed to allocate space for texture conversion");
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return false;
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}
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return true;
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}
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VkCommandBuffer
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TextureConverter::GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry)
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{
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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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if (src_entry->IsCopy())
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{
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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return g_command_buffer_mgr->GetCurrentCommandBuffer();
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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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return g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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}
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}
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void TextureConverter::ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
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TextureCacheBase::TCacheEntry* src_entry, const void* palette,
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TLUTFormat palette_format)
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{
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struct PSUniformBlock
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{
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float multiplier;
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int texel_buffer_offset;
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int pad[2];
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};
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VKTexture* source_texture = static_cast<VKTexture*>(src_entry->texture.get());
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VKTexture* destination_texture = static_cast<VKTexture*>(dst_entry->texture.get());
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_assert_(static_cast<size_t>(palette_format) < NUM_PALETTE_CONVERSION_SHADERS);
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_assert_(destination_texture->GetConfig().rendertarget);
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// We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater.
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size_t palette_size = src_entry->format == TextureFormat::I4 ? 32 : 512;
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if (!ReserveTexelBufferStorage(palette_size, sizeof(u16)))
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return;
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// Copy in palette to texel buffer.
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u32 palette_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
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memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size);
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m_texel_buffer->CommitMemory(palette_size);
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VkCommandBuffer command_buffer = GetCommandBufferForTextureConversion(src_entry);
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source_texture->GetRawTexIdentifier()->TransitionToLayout(
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command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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destination_texture->GetRawTexIdentifier()->TransitionToLayout(
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command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Bind and draw to the destination.
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VkRenderPass render_pass = g_object_cache->GetRenderPass(
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destination_texture->GetRawTexIdentifier()->GetFormat(), VK_FORMAT_UNDEFINED,
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destination_texture->GetRawTexIdentifier()->GetSamples(), VK_ATTACHMENT_LOAD_OP_DONT_CARE);
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UtilityShaderDraw draw(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
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render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_palette_conversion_shaders[static_cast<int>(palette_format)]);
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VkRect2D region = {{0, 0}, {dst_entry->GetWidth(), dst_entry->GetHeight()}};
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draw.BeginRenderPass(destination_texture->GetFramebuffer(), region);
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PSUniformBlock uniforms = {};
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uniforms.multiplier = src_entry->format == TextureFormat::I4 ? 15.0f : 255.0f;
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uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
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draw.SetPushConstants(&uniforms, sizeof(uniforms));
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draw.SetPSSampler(0, source_texture->GetRawTexIdentifier()->GetView(),
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g_object_cache->GetPointSampler());
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draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
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draw.SetViewportAndScissor(0, 0, dst_entry->GetWidth(), dst_entry->GetHeight());
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draw.DrawWithoutVertexBuffer(4);
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draw.EndRenderPass();
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}
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void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr,
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const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half)
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{
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VkShaderModule shader = GetEncodingShader(params);
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if (shader == VK_NULL_HANDLE)
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{
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ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u->%u",
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static_cast<unsigned>(params.efb_format), static_cast<unsigned>(params.copy_format));
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return;
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}
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// Can't do our own draw within a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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static_cast<VKTexture*>(m_encoding_render_texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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VkRenderPass render_pass = g_object_cache->GetRenderPass(
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Util::GetVkFormatForHostTextureFormat(m_encoding_render_texture->GetConfig().format),
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VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
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render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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shader);
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// Uniform - int4 of left,top,native_width,scale
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EFBEncodeParams encoder_params;
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encoder_params.position_uniform[0] = src_rect.left;
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encoder_params.position_uniform[1] = src_rect.top;
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encoder_params.position_uniform[2] = static_cast<s32>(native_width);
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encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
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encoder_params.y_scale = params.y_scale;
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draw.SetPushConstants(&encoder_params, sizeof(encoder_params));
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// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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bool linear_filter =
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(scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f;
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draw.SetPSSampler(0, src_texture, linear_filter ? g_object_cache->GetLinearSampler() :
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g_object_cache->GetPointSampler());
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u32 render_width = bytes_per_row / sizeof(u32);
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u32 render_height = num_blocks_y;
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Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
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render_height);
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VkRect2D render_region = {{0, 0}, {render_width, render_height}};
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draw.BeginRenderPass(static_cast<VKTexture*>(m_encoding_render_texture.get())->GetFramebuffer(),
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render_region);
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draw.DrawWithoutVertexBuffer(4);
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draw.EndRenderPass();
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MathUtil::Rectangle<int> copy_rect(0, 0, render_width, render_height);
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m_encoding_readback_texture->CopyFromTexture(m_encoding_render_texture.get(), copy_rect, 0, 0,
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copy_rect);
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m_encoding_readback_texture->ReadTexels(copy_rect, dest_ptr, memory_stride);
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}
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bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format)
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{
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auto key = std::make_pair(format, palette_format);
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auto iter = m_decoding_pipelines.find(key);
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if (iter != m_decoding_pipelines.end())
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return iter->second.valid;
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TextureDecodingPipeline pipeline;
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pipeline.base_info = TextureConversionShaderTiled::GetDecodingShaderInfo(format);
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pipeline.compute_shader = VK_NULL_HANDLE;
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pipeline.valid = false;
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if (!pipeline.base_info)
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{
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m_decoding_pipelines.emplace(key, pipeline);
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return false;
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}
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std::string shader_source =
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TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source);
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if (pipeline.compute_shader == VK_NULL_HANDLE)
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{
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m_decoding_pipelines.emplace(key, pipeline);
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return false;
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}
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pipeline.valid = true;
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m_decoding_pipelines.emplace(key, pipeline);
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return true;
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}
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void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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TextureCache::TCacheEntry* entry, u32 dst_level,
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const u8* data, size_t data_size, TextureFormat format,
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u32 width, u32 height, u32 aligned_width, u32 aligned_height,
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u32 row_stride, const u8* palette, TLUTFormat palette_format)
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{
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VKTexture* destination_texture = static_cast<VKTexture*>(entry->texture.get());
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auto key = std::make_pair(format, palette_format);
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auto iter = m_decoding_pipelines.find(key);
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if (iter == m_decoding_pipelines.end())
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return;
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struct PushConstants
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{
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u32 dst_size[2];
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u32 src_size[2];
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u32 src_offset;
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u32 src_row_stride;
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u32 palette_offset;
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};
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// Copy to GPU-visible buffer, aligned to the data type
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auto info = iter->second;
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u32 bytes_per_buffer_elem =
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TextureConversionShaderTiled::GetBytesPerBufferElement(info.base_info->buffer_format);
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// Calculate total data size, including palette.
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// Only copy palette if it is required.
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u32 total_upload_size = static_cast<u32>(data_size);
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u32 palette_size = iter->second.base_info->palette_size;
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u32 palette_offset = total_upload_size;
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bool has_palette = palette_size > 0;
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if (has_palette)
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{
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// Align to u16.
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if ((total_upload_size % sizeof(u16)) != 0)
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{
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total_upload_size++;
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palette_offset++;
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}
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total_upload_size += palette_size;
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}
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// Allocate space for upload, if it fails, execute the buffer.
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if (!m_texel_buffer->ReserveMemory(total_upload_size, bytes_per_buffer_elem))
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{
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Util::ExecuteCurrentCommandsAndRestoreState(true, false);
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if (!m_texel_buffer->ReserveMemory(total_upload_size, bytes_per_buffer_elem))
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PanicAlert("Failed to reserve memory for encoded texture upload");
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}
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// Copy/commit upload buffer.
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u32 texel_buffer_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
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Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_texel_buffer->GetBuffer(), VK_ACCESS_SHADER_READ_BIT,
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VK_ACCESS_HOST_WRITE_BIT, texel_buffer_offset, total_upload_size,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_HOST_BIT);
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std::memcpy(m_texel_buffer->GetCurrentHostPointer(), data, data_size);
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if (has_palette)
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std::memcpy(m_texel_buffer->GetCurrentHostPointer() + palette_offset, palette, palette_size);
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m_texel_buffer->CommitMemory(total_upload_size);
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Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_texel_buffer->GetBuffer(), VK_ACCESS_HOST_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT, texel_buffer_offset, total_upload_size,
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VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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// Determine uniforms.
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PushConstants constants = {
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{width, height},
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{aligned_width, aligned_height},
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texel_buffer_offset / bytes_per_buffer_elem,
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row_stride / bytes_per_buffer_elem,
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static_cast<u32>((texel_buffer_offset + palette_offset) / sizeof(u16))};
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// Determine view to use for texel buffers.
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VkBufferView data_view = VK_NULL_HANDLE;
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switch (iter->second.base_info->buffer_format)
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{
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case TextureConversionShaderTiled::BUFFER_FORMAT_R8_UINT:
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data_view = m_texel_buffer_view_r8_uint;
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break;
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case TextureConversionShaderTiled::BUFFER_FORMAT_R16_UINT:
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data_view = m_texel_buffer_view_r16_uint;
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break;
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case TextureConversionShaderTiled::BUFFER_FORMAT_R32G32_UINT:
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data_view = m_texel_buffer_view_r32g32_uint;
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break;
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case TextureConversionShaderTiled::BUFFER_FORMAT_RGBA8_UINT:
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data_view = m_texel_buffer_view_rgba8_uint;
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break;
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default:
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break;
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}
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// Dispatch compute to temporary texture.
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ComputeShaderDispatcher dispatcher(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
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iter->second.compute_shader);
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m_decoding_texture->TransitionToLayout(command_buffer, Texture2D::ComputeImageLayout::WriteOnly);
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dispatcher.SetPushConstants(&constants, sizeof(constants));
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dispatcher.SetStorageImage(m_decoding_texture->GetView(), m_decoding_texture->GetLayout());
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dispatcher.SetTexelBuffer(0, data_view);
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if (has_palette)
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dispatcher.SetTexelBuffer(1, m_texel_buffer_view_r16_uint);
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auto groups = TextureConversionShaderTiled::GetDispatchCount(iter->second.base_info,
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aligned_width, aligned_height);
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dispatcher.Dispatch(groups.first, groups.second, 1);
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// Copy from temporary texture to final destination.
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Texture2D* vulkan_tex_identifier = destination_texture->GetRawTexIdentifier();
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m_decoding_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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vulkan_tex_identifier->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VkImageCopy image_copy = {{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
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{0, 0, 0},
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{VK_IMAGE_ASPECT_COLOR_BIT, dst_level, 0, 1},
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{0, 0, 0},
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{width, height, 1}};
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vkCmdCopyImage(command_buffer, m_decoding_texture->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, vulkan_tex_identifier->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
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}
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bool TextureConverter::CreateTexelBuffer()
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{
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// Prefer an 8MB buffer if possible, but use less if the device doesn't support this.
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// This buffer is potentially going to be addressed as R8s in the future, so we assume
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// that one element is one byte.
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m_texel_buffer_size =
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std::min(TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE,
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static_cast<size_t>(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_r8_uint = CreateTexelBufferView(VK_FORMAT_R8_UINT);
|
|
m_texel_buffer_view_r16_uint = CreateTexelBufferView(VK_FORMAT_R16_UINT);
|
|
m_texel_buffer_view_r32g32_uint = CreateTexelBufferView(VK_FORMAT_R32G32_UINT);
|
|
m_texel_buffer_view_rgba8_unorm = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UNORM);
|
|
m_texel_buffer_view_rgba8_uint = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UINT);
|
|
return m_texel_buffer_view_r8_uint != VK_NULL_HANDLE &&
|
|
m_texel_buffer_view_r16_uint != VK_NULL_HANDLE &&
|
|
m_texel_buffer_view_r32g32_uint != VK_NULL_HANDLE &&
|
|
m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE &&
|
|
m_texel_buffer_view_rgba8_uint != 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[static_cast<int>(TLUTFormat::IA8)] =
|
|
Util::CompileAndCreateFragmentShader(palette_ia8_program);
|
|
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB565)] =
|
|
Util::CompileAndCreateFragmentShader(palette_rgb565_program);
|
|
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB5A3)] =
|
|
Util::CompileAndCreateFragmentShader(palette_rgb5a3_program);
|
|
|
|
return m_palette_conversion_shaders[static_cast<int>(TLUTFormat::IA8)] != VK_NULL_HANDLE &&
|
|
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB565)] != VK_NULL_HANDLE &&
|
|
m_palette_conversion_shaders[static_cast<int>(TLUTFormat::RGB5A3)] != VK_NULL_HANDLE;
|
|
}
|
|
|
|
VkShaderModule TextureConverter::CompileEncodingShader(const EFBCopyParams& params)
|
|
{
|
|
const char* shader =
|
|
TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::Vulkan);
|
|
VkShaderModule module = Util::CompileAndCreateFragmentShader(shader);
|
|
if (module == VK_NULL_HANDLE)
|
|
PanicAlert("Failed to compile texture encoding shader.");
|
|
|
|
return module;
|
|
}
|
|
|
|
VkShaderModule TextureConverter::GetEncodingShader(const EFBCopyParams& params)
|
|
{
|
|
auto iter = m_encoding_shaders.find(params);
|
|
if (iter != m_encoding_shaders.end())
|
|
return iter->second;
|
|
|
|
VkShaderModule shader = CompileEncodingShader(params);
|
|
m_encoding_shaders.emplace(params, shader);
|
|
return shader;
|
|
}
|
|
|
|
bool TextureConverter::CreateEncodingTexture()
|
|
{
|
|
TextureConfig config(ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, 1,
|
|
ENCODING_TEXTURE_FORMAT, true);
|
|
|
|
m_encoding_render_texture = g_renderer->CreateTexture(config);
|
|
m_encoding_readback_texture =
|
|
g_renderer->CreateStagingTexture(StagingTextureType::Readback, config);
|
|
|
|
return m_encoding_render_texture && m_encoding_readback_texture;
|
|
}
|
|
|
|
bool TextureConverter::CreateDecodingTexture()
|
|
{
|
|
m_decoding_texture = Texture2D::Create(
|
|
DECODING_TEXTURE_WIDTH, DECODING_TEXTURE_HEIGHT, 1, 1, VK_FORMAT_R8G8B8A8_UNORM,
|
|
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
|
|
VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
|
|
VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
|
|
if (!m_decoding_texture)
|
|
return false;
|
|
|
|
VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}};
|
|
VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
|
|
m_decoding_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
|
|
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
|
|
m_decoding_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
|
&clear_value, 1, &clear_range);
|
|
return true;
|
|
}
|
|
} // namespace Vulkan
|