mirror of https://github.com/PCSX2/pcsx2.git
GS:HW: Make HDR algorithm more float-precision-friendly
- Use whole numbers instead of 255ths - Use range -128 - 127 instead of 0 - 255 for accumulation blends
This commit is contained in:
parent
7ea8b983d4
commit
73ae9f8879
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@ -121,17 +121,19 @@ PS_OUTPUT ps_datm0(PS_INPUT input)
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return output;
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}
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PS_OUTPUT ps_mod256(PS_INPUT input)
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PS_OUTPUT ps_hdr_init(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(round(value.rgb * 255), value.a);
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return output;
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}
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float4 c = round(sample_c(input.t) * 255);
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// We use 2 fmod to avoid negative value.
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float4 fmod1 = fmod(c, 256) + 256;
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float4 fmod2 = fmod(fmod1, 256);
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output.c = fmod2 / 255.0f;
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PS_OUTPUT ps_hdr_resolve(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(float3(int3(value.rgb) & 255) / 255, value.a);
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return output;
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}
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@ -736,9 +736,18 @@ void ps_dither(inout float3 C, float2 pos_xy)
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void ps_color_clamp_wrap(inout float3 C)
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{
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if (PS_HDR && PS_COLCLIP) // COLCLIP flag indicates accumulation blend under HDR
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{
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int3 color = int3(C);
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if (PS_DFMT == FMT_16)
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color &= (int3)0xF8;
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// -128 to 127 gives us longer before we run out of float precision
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// Especially for games that mainly use 1 and 255 (sly), since that maps to 1 and -1
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C = float3((color << 24) >> 24);
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}
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture
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// so we need to limit the color depth on dithered items
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if (SW_BLEND || PS_DITHER || PS_FBMASK)
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else if (SW_BLEND || PS_DITHER || PS_FBMASK)
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{
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// Standard Clamp
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if (PS_COLCLIP == 0 && PS_HDR == 0)
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@ -943,7 +952,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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ps_fbmask(C, input.p.xy);
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#if !PS_NO_COLOR
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output.c0 = C / 255.0f;
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output.c0 = PS_HDR ? float4(C.rgb, C.a / 255.0f) : C / 255.0f;
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#if !PS_NO_COLOR1
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output.c1 = (float4)(alpha_blend);
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#endif
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@ -318,10 +318,19 @@ void ps_datm0()
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}
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#endif
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#ifdef ps_mod256
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void ps_mod256()
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#ifdef ps_hdr_init
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void ps_hdr_init()
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{
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SV_Target0 = mod(round(sample_c() * 255.0f), 256.0f) / 255.0f;
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vec4 value = sample_c();
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SV_Target0 = vec4(round(value.rgb * 255.0f), value.a);
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}
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#endif
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#ifdef ps_hdr_resolve
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void ps_hdr_resolve()
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{
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vec4 value = sample_c();
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SV_Target0 = vec4(vec3(ivec3(value.rgb) & 255) / 255.0f, value.a);
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}
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#endif
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@ -638,9 +638,18 @@ void ps_dither(inout vec3 C)
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void ps_color_clamp_wrap(inout vec3 C)
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{
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#if PS_HDR && PS_COLCLIP // COLCLIP flag indicates accumulation blend under HDR
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ivec3 color = ivec3(C);
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#if PS_DFMT == FMT_16
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color &= 0xF8;
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#endif
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// -128 to 127 gives us longer before we run out of float precision
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// Especially for games that mainly use 1 and 255 (sly), since that maps to 1 and -1
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C = vec3((color << 24) >> 24);
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture
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// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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#elif SW_BLEND || PS_DITHER || PS_FBMASK
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// Correct the Color value based on the output format
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#if PS_COLCLIP == 0 && PS_HDR == 0
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@ -925,7 +934,11 @@ void ps_main()
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ps_fbmask(C);
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#if !PS_NO_COLOR
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#if PS_HDR
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SV_Target0 = vec4(C.rgb, C.a / 255.0f);
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#else
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SV_Target0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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SV_Target1 = vec4(alpha_blend);
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#endif
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@ -90,15 +90,19 @@ void ps_datm0()
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}
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#endif
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#ifdef ps_mod256
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void ps_mod256()
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#ifdef ps_hdr_init
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void ps_hdr_init()
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{
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vec4 c = roundEven(sample_c(v_tex) * 255);
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// We use 2 fmod to avoid negative value.
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vec4 fmod1 = mod(c, 256) + 256;
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vec4 fmod2 = mod(fmod1, 256);
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vec4 value = sample_c(v_tex);
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o_col0 = vec4(roundEven(value.rgb * 255.0f), value.a);
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}
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#endif
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o_col0 = fmod2 / 255.0f;
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#ifdef ps_hdr_resolve
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void ps_hdr_resolve()
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{
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vec4 value = sample_c(v_tex);
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o_col0 = vec4(vec3(ivec3(value.rgb) & 255) / 255.0f, value.a);
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}
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#endif
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@ -967,9 +967,18 @@ void ps_dither(inout vec3 C)
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void ps_color_clamp_wrap(inout vec3 C)
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{
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#if PS_HDR && PS_COLCLIP // COLCLIP flag indicates accumulation blend under HDR
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ivec3 color = ivec3(C);
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#if PS_DFMT == FMT_16
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color &= 0xF8;
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#endif
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// -128 to 127 gives us longer before we run out of float precision
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// Especially for games that mainly use 1 and 255 (sly), since that maps to 1 and -1
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C = vec3((color << 24) >> 24);
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture
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// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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#elif SW_BLEND || PS_DITHER || PS_FBMASK
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// Correct the Color value based on the output format
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#if PS_COLCLIP == 0 && PS_HDR == 0
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@ -1226,7 +1235,11 @@ void main()
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ps_fbmask(C);
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#if !PS_NO_COLOR
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#if PS_HDR
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o_col0 = vec4(C.rgb, C.a / 255.0f);
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#else
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o_col0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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o_col1 = vec4(alpha_blend);
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#endif
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@ -27,7 +27,8 @@ const char* shaderName(ShaderConvert value)
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case ShaderConvert::RGBA8_TO_16_BITS: return "ps_convert_rgba8_16bits";
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case ShaderConvert::DATM_1: return "ps_datm1";
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case ShaderConvert::DATM_0: return "ps_datm0";
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case ShaderConvert::MOD_256: return "ps_mod256";
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case ShaderConvert::HDR_INIT: return "ps_hdr_init";
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case ShaderConvert::HDR_RESOLVE: return "ps_hdr_resolve";
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case ShaderConvert::TRANSPARENCY_FILTER: return "ps_filter_transparency";
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case ShaderConvert::FLOAT32_TO_16_BITS: return "ps_convert_float32_32bits";
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case ShaderConvert::FLOAT32_TO_32_BITS: return "ps_convert_float32_32bits";
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@ -35,7 +35,8 @@ enum class ShaderConvert
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RGBA8_TO_16_BITS,
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DATM_1,
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DATM_0,
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MOD_256,
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HDR_INIT,
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HDR_RESOLVE,
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TRANSPARENCY_FILTER,
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FLOAT32_TO_16_BITS,
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FLOAT32_TO_32_BITS,
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@ -1385,7 +1385,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
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hdr_rt = CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::FloatColor);
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// Warning: StretchRect must be called before BeginScene otherwise
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// vertices will be overwritten. Trust me you don't want to do that.
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StretchRect(config.rt, sRect, hdr_rt, dRect, ShaderConvert::COPY, false);
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StretchRect(config.rt, sRect, hdr_rt, dRect, ShaderConvert::HDR_INIT, false);
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}
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BeginScene();
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@ -1519,7 +1519,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
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const GSVector2i size = config.rt->GetSize();
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const GSVector4 dRect(config.drawarea);
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const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
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StretchRect(hdr_rt, sRect, config.rt, dRect, ShaderConvert::MOD_256, false);
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StretchRect(hdr_rt, sRect, config.rt, dRect, ShaderConvert::HDR_RESOLVE, false);
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Recycle(hdr_rt);
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}
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}
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@ -1133,18 +1133,6 @@ bool GSDevice12::CompileConvertPipelines()
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if (i == ShaderConvert::COPY)
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{
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// compile the variant for setting up hdr rendering
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for (u32 ds = 0; ds < 2; ds++)
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{
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gpb.SetRenderTarget(0, DXGI_FORMAT_R32G32B32A32_FLOAT);
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gpb.SetDepthStencilFormat(ds ? DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS : DXGI_FORMAT_UNKNOWN);
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m_hdr_setup_pipelines[ds] = gpb.Create(g_d3d12_context->GetDevice(), m_shader_cache, false);
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if (!m_hdr_setup_pipelines[ds])
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return false;
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D3D12::SetObjectNameFormatted(m_hdr_setup_pipelines[ds].get(), "HDR setup/copy pipeline (ds=%u)", i, ds);
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}
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// compile color copy pipelines
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gpb.SetRenderTarget(0, DXGI_FORMAT_R8G8B8A8_UNORM);
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gpb.SetDepthStencilFormat(DXGI_FORMAT_UNKNOWN);
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(i >> 3) & 1u);
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}
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}
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else if (i == ShaderConvert::MOD_256)
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else if (i == ShaderConvert::HDR_INIT || i == ShaderConvert::HDR_RESOLVE)
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{
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const bool is_setup = i == ShaderConvert::HDR_INIT;
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std::array<ComPtr<ID3D12PipelineState>, 2>& arr = is_setup ? m_hdr_setup_pipelines : m_hdr_finish_pipelines;
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for (u32 ds = 0; ds < 2; ds++)
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{
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pxAssert(!m_hdr_finish_pipelines[ds]);
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pxAssert(!arr[ds]);
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gpb.SetRenderTarget(0, is_setup ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R8G8B8A8_UNORM);
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gpb.SetDepthStencilFormat(ds ? DXGI_FORMAT_D32_FLOAT_S8X24_UINT : DXGI_FORMAT_UNKNOWN);
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m_hdr_finish_pipelines[ds] = gpb.Create(g_d3d12_context->GetDevice(), m_shader_cache, false);
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if (!m_hdr_finish_pipelines[ds])
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arr[ds] = gpb.Create(g_d3d12_context->GetDevice(), m_shader_cache, false);
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if (!arr[ds])
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return false;
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D3D12::SetObjectNameFormatted(m_hdr_setup_pipelines[ds].get(), "HDR finish/copy pipeline (ds=%u)", ds);
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D3D12::SetObjectNameFormatted(arr[ds].get(), "HDR %s/copy pipeline (ds=%u)", is_setup ? "setup" : "finish", ds);
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}
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}
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}
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@ -2761,8 +2761,9 @@ void GSRendererHW::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
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// A fast algo that requires 2 passes
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GL_INS("COLCLIP Fast HDR mode ENABLED");
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m_conf.ps.hdr = 1;
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m_conf.ps.colclip = accumulation_blend; // reuse as a flag for accumulation blend
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blend_mix = false;
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sw_blending = true; // Enable sw blending for the HDR algo
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sw_blending = true; // Enable sw blending for the HDR algo
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}
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else if (sw_blending)
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{
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@ -769,11 +769,11 @@ bool GSDeviceMTL::Create()
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auto pdesc = [[MTLRenderPipelineDescriptor new] autorelease];
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// FS Triangle Pipelines
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pdesc.colorAttachments[0].pixelFormat = ConvertPixelFormat(GSTexture::Format::Color);
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m_hdr_resolve_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_mod256"), @"HDR Resolve");
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m_hdr_resolve_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_hdr_resolve"), @"HDR Resolve");
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m_fxaa_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_fxaa"), @"fxaa");
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m_shadeboost_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_shadeboost"), @"shadeboost");
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pdesc.colorAttachments[0].pixelFormat = ConvertPixelFormat(GSTexture::Format::FloatColor);
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m_hdr_init_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_copy_fs"), @"HDR Init");
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m_hdr_init_pipeline = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_hdr_init"), @"HDR Init");
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pdesc.colorAttachments[0].pixelFormat = MTLPixelFormatInvalid;
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pdesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
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m_datm_pipeline[0] = MakePipeline(pdesc, fs_triangle, LoadShader(@"ps_datm0"), @"datm0");
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case ShaderConvert::Count:
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case ShaderConvert::DATM_0:
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case ShaderConvert::DATM_1:
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case ShaderConvert::MOD_256:
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case ShaderConvert::HDR_INIT:
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case ShaderConvert::HDR_RESOLVE:
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continue;
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case ShaderConvert::FLOAT32_TO_32_BITS:
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pdesc.colorAttachments[0].pixelFormat = ConvertPixelFormat(GSTexture::Format::UInt32);
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@ -111,10 +111,16 @@ fragment float4 ps_primid_init_datm1(float4 p [[position]], DirectReadTextureIn<
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return tex.read(p).a < (127.5f / 255.f) ? -1 : FLT_MAX;
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}
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fragment float4 ps_mod256(float4 p [[position]], DirectReadTextureIn<float> tex)
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fragment half4 ps_hdr_init(float4 p [[position]], DirectReadTextureIn<half> tex)
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{
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float4 c = round(tex.read(p) * 255.f);
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return (c - 256.f * floor(c / 256.f)) / 255.f;
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half4 in = tex.read(p);
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return half4(round(in.rgb * 255.h), in.a);
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}
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fragment float4 ps_hdr_resolve(float4 p [[position]], DirectReadTextureIn<float> tex)
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{
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float4 in = tex.read(p);
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return float4(float3(int3(in.rgb) & 255) / 255.f, in.a);
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}
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fragment float4 ps_filter_transparency(ConvertShaderData data [[stage_in]], ConvertPSRes res)
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@ -784,8 +784,19 @@ struct PSMain
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void ps_color_clamp_wrap(thread float4& C)
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{
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if (PS_HDR && PS_COLCLIP) // COLCLIP flag indicates accumulation blend under HDR
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{
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int3 color = int3(C.rgb);
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if (PS_DFMT == FMT_16)
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color &= 0xF8;
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// -128 to 127 gives us longer before we run out of float precision
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// Especially for games that mainly use 1 and 255 (sly), since that maps to 1 and -1
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C.rgb = float3(char3(color));
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return;
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}
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture so we need to limit the color depth on dithered items
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if (!SW_BLEND && !PS_DITHER)
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if (!SW_BLEND && !PS_DITHER && !PS_FBMASK)
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return;
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// Correct the Color value based on the output format
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ps_fbmask(C);
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if (PS_COLOR0)
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out.c0 = C / 255.f;
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out.c0 = PS_HDR ? float4(C.rgb, C.a / 255.f) : C / 255.f;
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if (PS_COLOR0 && PS_ONLY_ALPHA)
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out.c0.rgb = 0;
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if (PS_COLOR1)
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@ -1866,14 +1866,9 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
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hdr_rt = CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::FloatColor, false);
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OMSetRenderTargets(hdr_rt, config.ds, &config.scissor);
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// save blend state, since BlitRect destroys it
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const bool old_blend = GLState::blend;
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BlitRect(config.rt, config.drawarea, config.rt->GetSize(), false, false);
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if (old_blend)
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{
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GLState::blend = old_blend;
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glEnable(GL_BLEND);
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}
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GSVector4 dRect(config.drawarea);
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const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
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StretchRect(config.rt, sRect, hdr_rt, dRect, ShaderConvert::HDR_INIT, false);
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}
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else if (config.require_one_barrier && !m_features.texture_barrier)
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{
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GSVector2i size = config.rt->GetSize();
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GSVector4 dRect(config.drawarea);
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const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
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StretchRect(hdr_rt, sRect, config.rt, dRect, ShaderConvert::MOD_256, false);
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StretchRect(hdr_rt, sRect, config.rt, dRect, ShaderConvert::HDR_RESOLVE, false);
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Recycle(hdr_rt);
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}
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@ -1413,26 +1413,6 @@ bool GSDeviceVK::CompileConvertPipelines()
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if (i == ShaderConvert::COPY)
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{
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// compile the variant for setting up hdr rendering
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for (u32 ds = 0; ds < 2; ds++)
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{
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for (u32 fbl = 0; fbl < 2; fbl++)
|
||||
{
|
||||
pxAssert(!m_hdr_setup_pipelines[ds][fbl]);
|
||||
|
||||
gpb.SetRenderPass(GetTFXRenderPass(true, ds != 0, true, DATE_RENDER_PASS_NONE, fbl != 0,
|
||||
VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE),
|
||||
0);
|
||||
m_hdr_setup_pipelines[ds][fbl] =
|
||||
gpb.Create(g_vulkan_context->GetDevice(), g_vulkan_shader_cache->GetPipelineCache(true), false);
|
||||
if (!m_hdr_setup_pipelines[ds][fbl])
|
||||
return false;
|
||||
|
||||
Vulkan::Util::SetObjectName(g_vulkan_context->GetDevice(), m_hdr_setup_pipelines[ds][fbl],
|
||||
"HDR setup/copy pipeline (ds=%u, fbl=%u)", i, ds, fbl);
|
||||
}
|
||||
}
|
||||
|
||||
// compile color copy pipelines
|
||||
gpb.SetRenderPass(m_utility_color_render_pass_discard, 0);
|
||||
for (u32 i = 0; i < 16; i++)
|
||||
|
@ -1451,24 +1431,26 @@ bool GSDeviceVK::CompileConvertPipelines()
|
|||
(i >> 3) & 1u);
|
||||
}
|
||||
}
|
||||
else if (i == ShaderConvert::MOD_256)
|
||||
else if (i == ShaderConvert::HDR_INIT || i == ShaderConvert::HDR_RESOLVE)
|
||||
{
|
||||
const bool is_setup = i == ShaderConvert::HDR_INIT;
|
||||
VkPipeline (&arr)[2][2] = *(is_setup ? &m_hdr_setup_pipelines : &m_hdr_finish_pipelines);
|
||||
for (u32 ds = 0; ds < 2; ds++)
|
||||
{
|
||||
for (u32 fbl = 0; fbl < 2; fbl++)
|
||||
{
|
||||
pxAssert(!m_hdr_finish_pipelines[ds][fbl]);
|
||||
pxAssert(!arr[ds][fbl]);
|
||||
|
||||
gpb.SetRenderPass(GetTFXRenderPass(true, ds != 0, false, DATE_RENDER_PASS_NONE, fbl != 0,
|
||||
VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE),
|
||||
gpb.SetRenderPass(
|
||||
GetTFXRenderPass(true, ds != 0, is_setup, DATE_RENDER_PASS_NONE, fbl != 0,
|
||||
VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE),
|
||||
0);
|
||||
m_hdr_finish_pipelines[ds][fbl] =
|
||||
gpb.Create(g_vulkan_context->GetDevice(), g_vulkan_shader_cache->GetPipelineCache(true), false);
|
||||
if (!m_hdr_finish_pipelines[ds][fbl])
|
||||
arr[ds][fbl] = gpb.Create(g_vulkan_context->GetDevice(), g_vulkan_shader_cache->GetPipelineCache(true), false);
|
||||
if (!arr[ds][fbl])
|
||||
return false;
|
||||
|
||||
Vulkan::Util::SetObjectName(g_vulkan_context->GetDevice(), m_hdr_setup_pipelines[ds][fbl],
|
||||
"HDR finish/copy pipeline (ds=%u, fbl=%u)", i, ds, fbl);
|
||||
Vulkan::Util::SetObjectName(g_vulkan_context->GetDevice(), arr[ds][fbl],
|
||||
"HDR %s/copy pipeline (ds=%u, fbl=%u)", is_setup ? "setup" : "finish", i, ds, fbl);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue