Making texture swizzles dynamic. Seems to fix some color swap issues.
And probably exposes many more ;)
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09022a6ad3
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@ -78,8 +78,9 @@ class DrawBatcher {
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void set_ps_param_gen(int register_index) {
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active_draw_.header->ps_param_gen = register_index;
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}
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void set_texture_sampler(int index, GLuint64 handle) {
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void set_texture_sampler(int index, GLuint64 handle, uint32_t swizzle) {
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active_draw_.header->texture_samplers[index] = handle;
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active_draw_.header->texture_swizzles[index] = swizzle;
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}
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void set_index_buffer(const CircularBuffer::Allocation& allocation) {
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// Offset is used in glDrawElements.
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@ -140,6 +141,7 @@ class DrawBatcher {
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// TODO(benvanik): pack tightly
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GLuint64 texture_samplers[32];
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GLuint texture_swizzles[32];
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float4 float_consts[512];
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uint32_t bool_consts[8];
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@ -408,7 +408,7 @@ void GL4CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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->blitter()
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->CopyColorTexture2D(framebuffer_texture, src_rect,
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static_cast<GLuint>(swap_state_.back_buffer_texture),
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dest_rect, GL_LINEAR);
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dest_rect, GL_LINEAR, true);
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if (FLAGS_draw_all_framebuffers) {
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int32_t offsetx = (1280 - (1280 / 5));
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@ -431,7 +431,7 @@ void GL4CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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->CopyColorTexture2D(
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tex, src_rect,
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static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
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GL_LINEAR);
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GL_LINEAR, true);
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offsety += 720 / 5;
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}
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@ -455,7 +455,7 @@ void GL4CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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->CopyColorTexture2D(
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tex, src_rect,
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static_cast<GLuint>(swap_state_.back_buffer_texture), dest_rect,
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GL_LINEAR);
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GL_LINEAR, false);
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doffsetx += 1280 / 5;
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}
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@ -1485,7 +1485,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
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// Reset slot.
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// If we fail, we still draw but with an invalid texture.
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draw_batcher_.set_texture_sampler(texture_binding.fetch_constant, 0);
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draw_batcher_.set_texture_sampler(texture_binding.fetch_constant, 0, 0);
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if (FLAGS_disable_textures) {
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return UpdateStatus::kCompatible;
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@ -1521,7 +1521,8 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
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// Shaders will use bindless to fetch right from it.
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draw_batcher_.set_texture_sampler(texture_binding.fetch_constant,
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entry_view->texture_sampler_handle);
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entry_view->texture_sampler_handle,
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fetch.swizzle);
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return UpdateStatus::kCompatible;
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}
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@ -78,7 +78,7 @@ void GL4GraphicsSystem::Swap(xe::ui::UIEvent* e) {
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static_cast<GLuint>(swap_state.front_buffer_texture),
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Rect2D(0, 0, swap_state.width, swap_state.height),
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Rect2D(0, 0, target_window_->width(), target_window_->height()),
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GL_LINEAR);
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GL_LINEAR, false);
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}
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} // namespace gl4
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@ -473,25 +473,6 @@ TextureCache::TextureEntry* TextureCache::LookupOrInsertTexture(
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glTextureParameteri(entry->handle, GL_TEXTURE_BASE_LEVEL, 0);
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glTextureParameteri(entry->handle, GL_TEXTURE_MAX_LEVEL, 1);
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// Pre-shader swizzle.
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// TODO(benvanik): can this be dynamic? Maybe per view?
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// We may have to emulate this in the shader.
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uint32_t swizzle_r = texture_info.swizzle & 0x7;
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uint32_t swizzle_g = (texture_info.swizzle >> 3) & 0x7;
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uint32_t swizzle_b = (texture_info.swizzle >> 6) & 0x7;
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uint32_t swizzle_a = (texture_info.swizzle >> 9) & 0x7;
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static const GLenum swizzle_map[] = {
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GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ZERO, GL_ONE,
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};
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glTextureParameteri(entry->handle, GL_TEXTURE_SWIZZLE_R,
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swizzle_map[swizzle_r]);
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glTextureParameteri(entry->handle, GL_TEXTURE_SWIZZLE_G,
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swizzle_map[swizzle_g]);
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glTextureParameteri(entry->handle, GL_TEXTURE_SWIZZLE_B,
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swizzle_map[swizzle_b]);
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glTextureParameteri(entry->handle, GL_TEXTURE_SWIZZLE_A,
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swizzle_map[swizzle_a]);
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// Upload/convert.
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bool uploaded = false;
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switch (texture_info.dimension) {
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@ -590,7 +571,7 @@ GLuint TextureCache::ConvertTexture(Blitter* blitter, uint32_t guest_address,
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dest_rect);
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} else {
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blitter->CopyColorTexture2D(src_texture, src_rect, texture_entry->handle,
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dest_rect, GL_LINEAR);
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dest_rect, GL_LINEAR, swap_channels);
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}
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// HACK: remove texture from write watch list so readback won't kill us.
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@ -615,7 +596,7 @@ GLuint TextureCache::ConvertTexture(Blitter* blitter, uint32_t guest_address,
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dest_rect);
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} else {
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blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle,
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dest_rect, GL_LINEAR);
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dest_rect, GL_LINEAR, swap_channels);
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}
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return entry->handle;
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}
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@ -642,7 +623,7 @@ GLuint TextureCache::ConvertTexture(Blitter* blitter, uint32_t guest_address,
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blitter->CopyDepthTexture(src_texture, src_rect, entry->handle, dest_rect);
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} else {
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blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle, dest_rect,
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GL_LINEAR);
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GL_LINEAR, swap_channels);
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}
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GLuint handle = entry->handle;
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@ -115,6 +115,7 @@ struct StateData {
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int padding[3];
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// TODO(benvanik): variable length.
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uvec2 texture_samplers[32];
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uint texture_swizzles[32];
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vec4 float_consts[512];
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int bool_consts[8];
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int loop_consts[32];
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@ -625,6 +626,16 @@ void GlslShaderTranslator::ProcessTextureFetchInstruction(
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EmitSourceDepth("}\n");
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break;
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}
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EmitSourceDepth("{\n");
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EmitSourceDepth(
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" float swiz_source[6] = {pv.x, pv.y, pv.z, pv.w, 0.0, 1.0};\n");
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EmitSourceDepth(" uint swiz = state.texture_swizzles[%d];\n",
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instr.operands[1].storage_index);
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EmitSourceDepth(" pv = vec4(swiz_source[swiz & 0x7],\n");
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EmitSourceDepth(" swiz_source[(swiz >> 3) & 0x7],\n");
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EmitSourceDepth(" swiz_source[(swiz >> 6) & 0x7],\n");
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EmitSourceDepth(" swiz_source[(swiz >> 9) & 0x7]);\n");
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EmitSourceDepth("}\n");
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break;
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case FetchOpcode::kGetTextureBorderColorFrac:
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EmitUnimplementedTranslationError();
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@ -109,7 +109,6 @@ bool TextureInfo::Prepare(const xe_gpu_texture_fetch_t& fetch,
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// a2xx_sq_surfaceformat
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auto& info = *out_info;
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info.guest_address = fetch.address << 12;
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info.swizzle = fetch.swizzle;
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info.dimension = static_cast<Dimension>(fetch.dimension);
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info.width = info.height = info.depth = 0;
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@ -155,7 +155,6 @@ struct FormatInfo {
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struct TextureInfo {
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uint32_t guest_address;
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uint32_t swizzle;
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Dimension dimension;
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uint32_t width;
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uint32_t height;
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@ -621,13 +621,11 @@ void TraceViewer::DrawTextureInfo(
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ImGui::Text("Cube: ?");
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break;
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}
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static const char* swizzle_map[] = {"Red", "Green", "Blue", "Alpha",
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"Zero", "One", "UNK6", "UNK7"};
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ImGui::Text("Swizzle: %s %s %s %s",
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swizzle_map[(texture_info.swizzle >> 0) & 0x7],
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swizzle_map[(texture_info.swizzle >> 3) & 0x7],
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swizzle_map[(texture_info.swizzle >> 6) & 0x7],
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swizzle_map[(texture_info.swizzle >> 9) & 0x7]);
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static const char* kSwizzleMap[] = {"R", "G", "B", "A", "0", "1"};
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ImGui::Text("Swizzle: %s%s%s%s", kSwizzleMap[(fetch.swizzle >> 0) & 0x7],
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kSwizzleMap[(fetch.swizzle >> 3) & 0x7],
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kSwizzleMap[(fetch.swizzle >> 6) & 0x7],
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kSwizzleMap[(fetch.swizzle >> 9) & 0x7]);
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ImGui::Columns(1);
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}
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@ -62,10 +62,12 @@ void main() {
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const std::string color_fs_source = header +
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R"(
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layout(location = 1) uniform sampler2D src_texture;
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layout(location = 2) uniform bool swap;
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layout(location = 0) in vec2 vtx_uv;
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layout(location = 0) out vec4 oC;
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void main() {
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oC = texture(src_texture, vtx_uv);
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if (!swap) oC = oC.bgra;
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})";
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const std::string depth_fs_source = header +
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R"(
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@ -242,7 +244,8 @@ void Blitter::Draw(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
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}
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void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
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Rect2D dest_rect, GLenum filter) {
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Rect2D dest_rect, GLenum filter,
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bool swap_channels) {
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SavedState state;
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state.Save();
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@ -252,6 +255,8 @@ void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
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glStencilMask(0xFF);
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glBindProgramPipeline(color_pipeline_);
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glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
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Draw(src_texture, src_rect, dest_rect, filter);
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state.Restore();
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@ -259,7 +264,7 @@ void Blitter::BlitTexture2D(GLuint src_texture, Rect2D src_rect,
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void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
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GLuint dest_texture, Rect2D dest_rect,
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GLenum filter) {
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GLenum filter, bool swap_channels) {
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SavedState state;
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state.Save();
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@ -268,14 +273,7 @@ void Blitter::CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
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glDepthMask(GL_FALSE);
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glBindProgramPipeline(color_pipeline_);
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// Make sure the texture swizzles match before performing a copy
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// TODO: Is this a good place for this?
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GLint swizzle_map[2][4] = {{0, 0, 0, 0}, {0, 0, 0, 0}};
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glGetTextureParameteriv(src_texture, GL_TEXTURE_SWIZZLE_RGBA, swizzle_map[0]);
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glGetTextureParameteriv(dest_texture, GL_TEXTURE_SWIZZLE_RGBA,
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swizzle_map[1]);
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glTextureParameteriv(src_texture, GL_TEXTURE_SWIZZLE_RGBA, swizzle_map[1]);
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glProgramUniform1i(color_fragment_program_, 2, swap_channels ? 1 : 0);
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glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0,
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dest_texture, 0);
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glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
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0);
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glTextureParameteriv(src_texture, GL_TEXTURE_SWIZZLE_RGBA, swizzle_map[0]);
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state.Restore();
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}
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@ -39,10 +39,11 @@ class Blitter {
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void Shutdown();
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void BlitTexture2D(GLuint src_texture, Rect2D src_rect, Rect2D dest_rect,
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GLenum filter);
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GLenum filter, bool swap_channels);
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void CopyColorTexture2D(GLuint src_texture, Rect2D src_rect,
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GLuint dest_texture, Rect2D dest_rect, GLenum filter);
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GLuint dest_texture, Rect2D dest_rect, GLenum filter,
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bool swap_channels);
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void CopyDepthTexture(GLuint src_texture, Rect2D src_rect,
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GLuint dest_texture, Rect2D dest_rect);
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