mirror of https://github.com/PCSX2/pcsx2.git
GS: Allow conversion from PSMTC16S to PSMT8
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@ -291,6 +291,85 @@ void ps_convert_rgba_8i()
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}
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#endif
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#ifdef ps_convert_rgb5a1_8i
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layout(push_constant) uniform cb10
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{
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uint SBW;
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uint DBW;
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uvec2 cb_pad1;
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float ScaleFactor;
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vec3 cb_pad2;
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};
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void ps_convert_rgb5a1_8i()
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{
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// Convert a RGBA texture into a 8 bits packed texture
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// Input column: 16x2 RGBA pixels
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// 0: 16 RGBA
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// 1: 16 RGBA
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// Output column: 16x4 Index pixels
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// 0: 16 R5G3
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// 1: 16 R5G3
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// 2: 16 G2B5A1
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// 3: 16 G2B5A1
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const uint lookup[32] = uint[32](0, 2, 1, 3, 16, 18, 17, 19,
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8, 10, 9, 11, 24, 26, 25, 27,
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4, 6, 5, 7, 20, 22, 21, 23,
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12, 14, 13, 15, 28, 30, 29, 31);
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/*const uint lookup[32] = uint[32](0, 2, 1, 3, 16, 18, 17, 19,
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4, 6, 5, 7, 20, 22, 21, 23,
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8, 10, 9, 11, 24, 26, 25, 27,
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12, 14, 13, 15, 28, 30, 29, 31);*/
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/*const uint lookup[32] = uint[32](0, 2, 1, 3, 16, 18, 17, 19,
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8, 10, 9, 11, 24, 26, 25, 27,
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4, 6, 5, 7, 20, 22, 21, 23,
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12, 14, 13, 15, 28, 30, 29, 31);*/
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/*const uint lookup[32] = uint[32](0, 2, 1, 3,
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8, 10, 9, 11,
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4, 6, 5, 7,
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12, 14, 13, 15,
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16, 18, 17, 19,
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24, 26, 25, 27,
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20, 22, 21, 23,
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28, 30, 29, 31);*/
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uvec2 pos = uvec2(gl_FragCoord.xy);
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// Collapse separate R G B A areas into their base pixel
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uvec2 block = (pos & ~uvec2(15u, 3u));
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block.y = block.y >> 1;
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uvec2 subblock = pos & uvec2(15u, 1u);
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uvec2 coord = block | subblock;
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// Compensate for potentially differing page pitch.
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uvec2 page_xy = coord / uvec2(64u, 64u);
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uint page_num = (page_xy.y * (DBW / 128u)) + page_xy.x;
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uvec2 page_offset = uvec2((page_num % (SBW / 64u)) * 64u, (page_num / (SBW / 64u)) * 64u);
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// Apply offset to cols 1 and 2
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uint is_col23 = pos.y & 4u;
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uint is_col13 = pos.y & 2u;
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uint is_col12 = is_col23 ^ (is_col13 << 1);
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coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
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uvec2 block_translate = coord & uvec2(63u, 63u);
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uint block_index = lookup[((block_translate.y / 8) * 4) + (block_translate.x / 16)];
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uvec2 block_coords = uvec2((block_index & 3) * 16, (block_index / 4) * 8);
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coord = (coord % uvec2(16, 8)) + page_offset + block_coords;
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if (floor(ScaleFactor) != ScaleFactor)
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coord = uvec2(vec2(coord) * ScaleFactor);
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else
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coord *= uvec2(ScaleFactor);
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vec4 pixel = texelFetch(samp0, ivec2(coord), 0) * vec4(255.0f);
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uvec4 pixel_uint = uvec4(pixel);
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uint rg = ((pixel_uint.r >> 3) | ((pixel_uint.g & 0xfc) << 2)) & 0xff;
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uint gba = ((pixel_uint.g >> 6) | ((pixel_uint.b >> 1) & ~0x3) | (pixel_uint.a & 0x80)) & 0xff;
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float sel0 = (pos.y & 2u) == 0u ? float(rg) : float(gba);
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o_col0 = vec4(sel0 / 255.0f);
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}
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#endif
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#ifdef ps_convert_clut_4
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layout(push_constant) uniform cb10
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{
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@ -53,6 +53,7 @@ const char* shaderName(ShaderConvert value)
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case ShaderConvert::RGB5A1_TO_FLOAT16_BILN: return "ps_convert_rgb5a1_float16_biln";
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case ShaderConvert::DEPTH_COPY: return "ps_depth_copy";
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case ShaderConvert::RGBA_TO_8I: return "ps_convert_rgba_8i";
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case ShaderConvert::RGB5A1_TO_8I: return "ps_convert_rgb5a1_8i";
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case ShaderConvert::CLUT_4: return "ps_convert_clut_4";
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case ShaderConvert::CLUT_8: return "ps_convert_clut_8";
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case ShaderConvert::YUV: return "ps_yuv";
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@ -48,6 +48,7 @@ enum class ShaderConvert
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RGB5A1_TO_FLOAT16_BILN,
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DEPTH_COPY,
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RGBA_TO_8I,
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RGB5A1_TO_8I,
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CLUT_4,
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CLUT_8,
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YUV,
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@ -780,6 +780,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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bool half_right = false;
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int x_offset = 0;
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int y_offset = 0;
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bool convert_8bit = false;
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#ifdef DISABLE_HW_TEXTURE_CACHE
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if (0)
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@ -938,9 +939,15 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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// The hack can fix glitches in some games.
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if (!t->m_drawn_since_read.rempty())
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{
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Read(t, t->m_drawn_since_read);
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//Read(t, t->m_drawn_since_read);
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t->m_drawn_since_read = GSVector4i::zero();
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dst = t;
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found_t = true;
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tex_merge_rt = false;
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x_offset = 0;
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y_offset = 0;
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//t->m_drawn_since_read = GSVector4i::zero();
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}
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}
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else
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@ -1106,6 +1113,20 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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}
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}
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}
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else if (GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets && t->m_TEX0.PSM <= PSMCT16S && psm == PSMT8 &&
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GSUtil::HasSharedBits(t->m_TEX0.PSM, psm) && (t->Overlaps(bp, bw, psm, r) || t->Wraps()) &&
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t->m_age <= 1)
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{
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// Requested an 8bit texture, but offset in to the target
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GSVector4i rect = TranslateAlignedRectByPage(t, bp & ~((1 << 5) - 1), psm, bw, r);
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dst = t;
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x_offset = 0;// rect.x;
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y_offset = 0;// rect.y;
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found_t = true;
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convert_8bit = true;
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break;
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}
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}
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}
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@ -1167,7 +1188,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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GL_CACHE("TC: src miss (0x%x, 0x%x, %s)", TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0, psm_str(TEX0.PSM));
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}
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#endif
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src = CreateSource(TEX0, TEXA, dst, half_right, x_offset, y_offset, lod, &r, gpu_clut, region);
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src = CreateSource(TEX0, TEXA, dst, half_right, x_offset, y_offset, lod, &r, gpu_clut, region, convert_8bit);
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}
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else
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{
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@ -3050,7 +3071,7 @@ void GSTextureCache::IncAge()
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}
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//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
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GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region)
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GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool convert_8bit)
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{
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
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Source* src = new Source(TEX0, TEXA);
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@ -3080,7 +3101,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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bool hack = false;
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bool channel_shuffle = false;
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if (dst && (x_offset != 0 || y_offset != 0))
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if (dst && (x_offset != 0 || y_offset != 0) && !convert_8bit)
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{
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const float scale = dst->m_scale;
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const int x = static_cast<int>(scale * x_offset);
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@ -3153,7 +3174,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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if (is_8bits)
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{
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GL_INS("Reading RT as a packed-indexed 8 bits format");
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shader = ShaderConvert::RGBA_TO_8I;
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shader = (dst->m_TEX0.PSM & 2) ? ShaderConvert::RGB5A1_TO_8I : ShaderConvert::RGBA_TO_8I;
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}
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#ifdef ENABLE_OGL_DEBUG
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@ -3342,7 +3363,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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{
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if (is_8bits)
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{
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g_gs_device->ConvertToIndexedTexture(sTex, dst->m_scale, x_offset, y_offset,
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g_gs_device->ConvertToIndexedTexture(sTex, dst->m_scale, 0, 0,
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std::max<u32>(dst->m_TEX0.TBW, 1u) * 64, dst->m_TEX0.PSM, dTex,
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std::max<u32>(TEX0.TBW, 1u) * 64, TEX0.PSM);
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}
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@ -3355,6 +3376,27 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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}
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if (0 && convert_8bit)
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{
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const float scale = dst->m_scale;
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const int x = static_cast<int>(x_offset);
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const int y = static_cast<int>(y_offset);
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const int w = static_cast<int>(std::ceil(tw));
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const int h = static_cast<int>(std::ceil(th));
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DevCon.Warning("Here");
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GL_CACHE("TC: Sample offset (%d,%d) reduced region directly from 8bit target: %dx%d -> %dx%d @ %d,%d",
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dst->m_texture->GetWidth(), x_offset, y_offset, dst->m_texture->GetHeight(), w, h, x_offset, y_offset);
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if (x_offset < 0)
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src->m_region.SetX(x_offset, region.GetMaxX() + x_offset);
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else
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src->m_region.SetX(x_offset, x_offset + tw);
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if (y_offset < 0)
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src->m_region.SetY(y_offset, region.GetMaxY() + y_offset);
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else
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src->m_region.SetY(y_offset, y_offset + th);
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}
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}
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// GH: by default (m_paltex == 0) GS converts texture to the 32 bit format
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// Make sure all sources referencing this target have been removed.
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for (GSTextureCache::Source* src : g_texture_cache->m_src.m_surfaces)
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{
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if (src->m_from_target == this)
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/*if (src->m_from_target == this)
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{
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pxFail(fmt::format("Source at TBP {:x} for target at TBP {:x} on target invalidation",
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static_cast<u32>(src->m_TEX0.TBP0), static_cast<u32>(m_TEX0.TBP0))
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.c_str());
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break;
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}
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}*/
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}
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#endif
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}
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@ -401,7 +401,7 @@ protected:
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std::unique_ptr<GSDownloadTexture> m_uint16_download_texture;
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std::unique_ptr<GSDownloadTexture> m_uint32_download_texture;
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Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region);
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Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t, bool half_right, int x_offset, int y_offset, const GSVector2i* lod, const GSVector4i* src_range, GSTexture* gpu_clut, SourceRegion region, bool convert_8bit = false);
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Target* CreateTarget(const GIFRegTEX0& TEX0, int w, int h, float scale, int type, const bool clear);
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/// Expands a target when the block pointer for a display framebuffer is within another target, but the read offset
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@ -334,7 +334,7 @@ bool GSDeviceOGL::Create()
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return false;
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m_convert.ps[i].SetFormattedName("Convert pipe %s", name);
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if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I)
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if (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I || static_cast<ShaderConvert>(i) == ShaderConvert::RGB5A1_TO_8I)
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{
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m_convert.ps[i].RegisterUniform("SBW");
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m_convert.ps[i].RegisterUniform("DBW");
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@ -1423,7 +1423,7 @@ void GSDeviceOGL::UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX,
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void GSDeviceOGL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM)
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{
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const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
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const ShaderConvert shader = (SPSM & 2) ? ShaderConvert::RGB5A1_TO_8I : ShaderConvert::RGBA_TO_8I;
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GLProgram& prog = m_convert.ps[static_cast<int>(shader)];
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prog.Bind();
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prog.Uniform1ui(0, SBW);
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@ -1270,7 +1270,7 @@ void GSDeviceVK::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offs
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const Uniforms uniforms = {SBW, DBW, {}, sScale, {}};
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SetUtilityPushConstants(&uniforms, sizeof(uniforms));
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const ShaderConvert shader = ShaderConvert::RGBA_TO_8I;
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const ShaderConvert shader = (SPSM & 2) ? ShaderConvert::RGB5A1_TO_8I : ShaderConvert::RGBA_TO_8I;
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const GSVector4 dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
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DoStretchRect(static_cast<GSTextureVK*>(sTex), GSVector4::zero(), static_cast<GSTextureVK*>(dTex), dRect,
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m_convert[static_cast<int>(shader)], false, true);
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