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authorStenzek <stenzek@users.noreply.github.com>2016-12-05 12:15:38 +1000
committerGitHub <noreply@github.com>2016-12-05 12:15:38 +1000
commit15e2133ce706fe8cd5613c81a8866abe03960e3b (patch)
tree56d578484881f78ec684f50804c7348f00bec1bb /Source/Core/VideoBackends/Vulkan/TextureConverter.cpp
parentd1c89db8c809a89d5576dc9ea524629cfc4d29a6 (diff)
parent9736198c3b2552e51dd98445c0439dff759e08af (diff)
Merge pull request #4462 from stenzek/vulkan-faster-xfb
Vulkan: Cleanup/refactoring, faster RealXFB
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/TextureConverter.cpp675
1 files changed, 675 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/TextureConverter.cpp b/Source/Core/VideoBackends/Vulkan/TextureConverter.cpp
new file mode 100644
index 0000000000..9c943e4b40
--- /dev/null
+++ b/Source/Core/VideoBackends/Vulkan/TextureConverter.cpp
@@ -0,0 +1,675 @@
+// Copyright 2016 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/Vulkan/TextureConverter.h"
+
+#include <algorithm>
+#include <cstddef>
+#include <cstring>
+#include <string>
+
+#include "Common/Assert.h"
+#include "Common/CommonFuncs.h"
+#include "Common/Logging/Log.h"
+#include "Common/MsgHandler.h"
+
+#include "VideoBackends/Vulkan/CommandBufferManager.h"
+#include "VideoBackends/Vulkan/FramebufferManager.h"
+#include "VideoBackends/Vulkan/ObjectCache.h"
+#include "VideoBackends/Vulkan/Renderer.h"
+#include "VideoBackends/Vulkan/StagingTexture2D.h"
+#include "VideoBackends/Vulkan/StateTracker.h"
+#include "VideoBackends/Vulkan/StreamBuffer.h"
+#include "VideoBackends/Vulkan/Texture2D.h"
+#include "VideoBackends/Vulkan/Util.h"
+#include "VideoBackends/Vulkan/VulkanContext.h"
+
+#include "VideoCommon/TextureConversionShader.h"
+#include "VideoCommon/TextureDecoder.h"
+
+namespace Vulkan
+{
+TextureConverter::TextureConverter()
+{
+}
+
+TextureConverter::~TextureConverter()
+{
+ for (const auto& it : m_palette_conversion_shaders)
+ {
+ if (it != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr);
+ }
+
+ if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE)
+ vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr);
+ if (m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE)
+ vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_unorm, nullptr);
+
+ if (m_encoding_render_pass != VK_NULL_HANDLE)
+ vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr);
+
+ if (m_encoding_render_framebuffer != VK_NULL_HANDLE)
+ vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_render_framebuffer, nullptr);
+
+ for (VkShaderModule shader : m_encoding_shaders)
+ {
+ if (shader != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
+ }
+
+ if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr);
+ if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr);
+}
+
+bool TextureConverter::Initialize()
+{
+ if (!CreateTexelBuffer())
+ {
+ PanicAlert("Failed to create uniform buffer");
+ return false;
+ }
+
+ if (!CompilePaletteConversionShaders())
+ {
+ PanicAlert("Failed to compile palette conversion shaders");
+ return false;
+ }
+
+ if (!CompileEncodingShaders())
+ {
+ PanicAlert("Failed to compile texture encoding shaders");
+ return false;
+ }
+
+ if (!CreateEncodingRenderPass())
+ {
+ PanicAlert("Failed to create encode render pass");
+ return false;
+ }
+
+ if (!CreateEncodingTexture())
+ {
+ PanicAlert("Failed to create encoding texture");
+ return false;
+ }
+
+ if (!CreateEncodingDownloadTexture())
+ {
+ PanicAlert("Failed to create download texture");
+ return false;
+ }
+
+ if (!CompileYUYVConversionShaders())
+ {
+ PanicAlert("Failed to compile YUYV conversion shaders");
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureConverter::ReserveTexelBufferStorage(size_t size, size_t alignment)
+{
+ // Enforce the minimum alignment for texture buffers on the device.
+ size_t actual_alignment =
+ std::max(static_cast<size_t>(g_vulkan_context->GetTexelBufferAlignment()), alignment);
+ if (m_texel_buffer->ReserveMemory(size, actual_alignment))
+ return true;
+
+ WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
+ Util::ExecuteCurrentCommandsAndRestoreState(false);
+
+ // This next call should never fail, since a command buffer is now in-flight and we can
+ // wait on the fence for the GPU to finish. If this returns false, it's probably because
+ // the device has been lost, which is fatal anyway.
+ if (!m_texel_buffer->ReserveMemory(size, actual_alignment))
+ {
+ PanicAlert("Failed to allocate space for texture conversion");
+ return false;
+ }
+
+ return true;
+}
+
+VkCommandBuffer
+TextureConverter::GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry)
+{
+ // EFB copies can be used as paletted textures as well. For these, we can't assume them to be
+ // contain the correct data before the frame begins (when the init command buffer is executed),
+ // so we must convert them at the appropriate time, during the drawing command buffer.
+ if (src_entry->IsEfbCopy())
+ {
+ StateTracker::GetInstance()->EndRenderPass();
+ StateTracker::GetInstance()->SetPendingRebind();
+ return g_command_buffer_mgr->GetCurrentCommandBuffer();
+ }
+ else
+ {
+ // Use initialization command buffer and perform conversion before the drawing commands.
+ return g_command_buffer_mgr->GetCurrentInitCommandBuffer();
+ }
+}
+
+void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry,
+ TextureCache::TCacheEntry* src_entry,
+ VkRenderPass render_pass, const void* palette,
+ TlutFormat palette_format)
+{
+ struct PSUniformBlock
+ {
+ float multiplier;
+ int texel_buffer_offset;
+ int pad[2];
+ };
+
+ _assert_(static_cast<size_t>(palette_format) < NUM_PALETTE_CONVERSION_SHADERS);
+ _assert_(dst_entry->config.rendertarget);
+
+ // We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater.
+ size_t palette_size = (src_entry->format & 0xF) == GX_TF_I4 ? 32 : 512;
+ if (!ReserveTexelBufferStorage(palette_size, sizeof(u16)))
+ return;
+
+ // Copy in palette to texel buffer.
+ u32 palette_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
+ memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size);
+ m_texel_buffer->CommitMemory(palette_size);
+
+ VkCommandBuffer command_buffer = GetCommandBufferForTextureConversion(src_entry);
+ src_entry->GetTexture()->TransitionToLayout(command_buffer,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ dst_entry->GetTexture()->TransitionToLayout(command_buffer,
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
+
+ // Bind and draw to the destination.
+ UtilityShaderDraw draw(command_buffer,
+ g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
+ render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
+ m_palette_conversion_shaders[palette_format]);
+
+ VkRect2D region = {{0, 0}, {dst_entry->config.width, dst_entry->config.height}};
+ draw.BeginRenderPass(dst_entry->GetFramebuffer(), region);
+
+ PSUniformBlock uniforms = {};
+ uniforms.multiplier = (src_entry->format & 0xF) == GX_TF_I4 ? 15.0f : 255.0f;
+ uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
+ draw.SetPushConstants(&uniforms, sizeof(uniforms));
+ draw.SetPSSampler(0, src_entry->GetTexture()->GetView(), g_object_cache->GetPointSampler());
+ draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
+ draw.SetViewportAndScissor(0, 0, dst_entry->config.width, dst_entry->config.height);
+ draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
+ draw.EndRenderPass();
+}
+
+void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format,
+ u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
+ u32 memory_stride, PEControl::PixelFormat src_format,
+ bool is_intensity, int scale_by_half,
+ const EFBRectangle& src_rect)
+{
+ if (m_encoding_shaders[format] == VK_NULL_HANDLE)
+ {
+ ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format);
+ return;
+ }
+
+ // Can't do our own draw within a render pass.
+ StateTracker::GetInstance()->EndRenderPass();
+
+ m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
+
+ UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
+ m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
+ VK_NULL_HANDLE, m_encoding_shaders[format]);
+
+ // Uniform - int4 of left,top,native_width,scale
+ s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
+ scale_by_half ? 2 : 1};
+ draw.SetPushConstants(position_uniform, sizeof(position_uniform));
+
+ // Doesn't make sense to linear filter depth values
+ draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ?
+ g_object_cache->GetLinearSampler() :
+ g_object_cache->GetPointSampler());
+
+ u32 render_width = bytes_per_row / sizeof(u32);
+ u32 render_height = num_blocks_y;
+ Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
+ render_height);
+
+ VkRect2D render_region = {{0, 0}, {render_width, render_height}};
+ draw.BeginRenderPass(m_encoding_render_framebuffer, render_region);
+ draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
+ draw.EndRenderPass();
+
+ // Transition the image before copying
+ m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
+ m_encoding_download_texture->CopyFromImage(
+ g_command_buffer_mgr->GetCurrentCommandBuffer(), m_encoding_render_texture->GetImage(),
+ VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, render_width, render_height, 0, 0);
+
+ // Block until the GPU has finished copying to the staging texture.
+ Util::ExecuteCurrentCommandsAndRestoreState(false, true);
+
+ // Copy from staging texture to the final destination, adjusting pitch if necessary.
+ m_encoding_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr,
+ memory_stride);
+}
+
+void TextureConverter::EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride,
+ u32 dst_height, Texture2D* src_texture,
+ const MathUtil::Rectangle<int>& src_rect)
+{
+ StateTracker::GetInstance()->EndRenderPass();
+
+ // Borrow framebuffer from EFB2RAM encoder.
+ VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
+ src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ m_encoding_render_texture->TransitionToLayout(command_buffer,
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
+
+ // Use fragment shader to convert RGBA to YUYV.
+ // Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in
+ // the order the guest is expecting and we don't have to swap it at readback time. The width
+ // is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel.
+ u32 output_width = dst_width / 2;
+ UtilityShaderDraw draw(command_buffer,
+ g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
+ m_encoding_render_pass, g_object_cache->GetPassthroughVertexShader(),
+ VK_NULL_HANDLE, m_rgb_to_yuyv_shader);
+ VkRect2D region = {{0, 0}, {output_width, dst_height}};
+ draw.BeginRenderPass(m_encoding_render_framebuffer, region);
+ draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
+ draw.DrawQuad(0, 0, static_cast<int>(output_width), static_cast<int>(dst_height), src_rect.left,
+ src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
+ static_cast<int>(src_texture->GetWidth()),
+ static_cast<int>(src_texture->GetHeight()));
+ draw.EndRenderPass();
+
+ // Render pass transitions to TRANSFER_SRC.
+ m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
+
+ // Copy from encoding texture to download buffer.
+ m_encoding_download_texture->CopyFromImage(command_buffer, m_encoding_render_texture->GetImage(),
+ VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width,
+ dst_height, 0, 0);
+ Util::ExecuteCurrentCommandsAndRestoreState(false, true);
+
+ // Finally, copy to guest memory. This may have a different stride.
+ m_encoding_download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride);
+}
+
+void TextureConverter::DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture,
+ const void* src_ptr, u32 src_width,
+ u32 src_stride, u32 src_height)
+{
+ // Copies (and our decoding step) cannot be done inside a render pass.
+ StateTracker::GetInstance()->EndRenderPass();
+ StateTracker::GetInstance()->SetPendingRebind();
+
+ // Pack each row without any padding in the texel buffer.
+ size_t upload_stride = src_width * sizeof(u16);
+ size_t upload_size = upload_stride * src_height;
+
+ // Reserve space in the texel buffer for storing the raw image.
+ if (!ReserveTexelBufferStorage(upload_size, sizeof(u16)))
+ return;
+
+ // Handle pitch differences here.
+ if (src_stride != upload_stride)
+ {
+ const u8* src_row_ptr = reinterpret_cast<const u8*>(src_ptr);
+ u8* dst_row_ptr = m_texel_buffer->GetCurrentHostPointer();
+ size_t copy_size = std::min(upload_stride, static_cast<size_t>(src_stride));
+ for (u32 row = 0; row < src_height; row++)
+ {
+ std::memcpy(dst_row_ptr, src_row_ptr, copy_size);
+ src_row_ptr += src_stride;
+ dst_row_ptr += upload_stride;
+ }
+ }
+ else
+ {
+ std::memcpy(m_texel_buffer->GetCurrentHostPointer(), src_ptr, upload_size);
+ }
+
+ VkDeviceSize texel_buffer_offset = m_texel_buffer->GetCurrentOffset();
+ m_texel_buffer->CommitMemory(upload_size);
+
+ dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
+
+ // We divide the offset by 4 here because we're fetching RGBA8 elements.
+ // The stride is in RGBA8 elements, so we divide by two because our data is two bytes per pixel.
+ struct PSUniformBlock
+ {
+ int buffer_offset;
+ int src_stride;
+ };
+ PSUniformBlock push_constants = {static_cast<int>(texel_buffer_offset / sizeof(u32)),
+ static_cast<int>(src_width / 2)};
+
+ // Convert from the YUYV data now in the intermediate texture to RGBA in the destination.
+ UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
+ m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
+ VK_NULL_HANDLE, m_yuyv_to_rgb_shader);
+ VkRect2D region = {{0, 0}, {src_width, src_height}};
+ draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
+ draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
+ draw.SetPSTexelBuffer(m_texel_buffer_view_rgba8_unorm);
+ draw.SetPushConstants(&push_constants, sizeof(push_constants));
+ draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
+ draw.EndRenderPass();
+}
+
+bool TextureConverter::CreateTexelBuffer()
+{
+ // Prefer an 8MB buffer if possible, but use less if the device doesn't support this.
+ // This buffer is potentially going to be addressed as R8s in the future, so we assume
+ // that one element is one byte.
+ m_texel_buffer_size =
+ std::min(TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE,
+ static_cast<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_r16_uint = CreateTexelBufferView(VK_FORMAT_R16_UINT);
+ m_texel_buffer_view_rgba8_unorm = CreateTexelBufferView(VK_FORMAT_R8G8B8A8_UNORM);
+ return m_texel_buffer_view_r16_uint != VK_NULL_HANDLE &&
+ m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE;
+}
+
+VkBufferView TextureConverter::CreateTexelBufferView(VkFormat format) const
+{
+ // Create a view of the whole buffer, we'll offset our texel load into it
+ VkBufferViewCreateInfo view_info = {
+ VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO, // VkStructureType sType
+ nullptr, // const void* pNext
+ 0, // VkBufferViewCreateFlags flags
+ m_texel_buffer->GetBuffer(), // VkBuffer buffer
+ format, // VkFormat format
+ 0, // VkDeviceSize offset
+ m_texel_buffer_size // VkDeviceSize range
+ };
+
+ VkBufferView view;
+ VkResult res = vkCreateBufferView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkCreateBufferView failed: ");
+ return VK_NULL_HANDLE;
+ }
+
+ return view;
+}
+
+bool TextureConverter::CompilePaletteConversionShaders()
+{
+ static const char PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE[] = R"(
+ layout(std140, push_constant) uniform PCBlock
+ {
+ float multiplier;
+ int texture_buffer_offset;
+ } PC;
+
+ SAMPLER_BINDING(0) uniform sampler2DArray samp0;
+ TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp1;
+
+ layout(location = 0) in vec3 f_uv0;
+ layout(location = 0) out vec4 ocol0;
+
+ int Convert3To8(int v)
+ {
+ // Swizzle bits: 00000123 -> 12312312
+ return (v << 5) | (v << 2) | (v >> 1);
+ }
+ int Convert4To8(int v)
+ {
+ // Swizzle bits: 00001234 -> 12341234
+ return (v << 4) | v;
+ }
+ int Convert5To8(int v)
+ {
+ // Swizzle bits: 00012345 -> 12345123
+ return (v << 3) | (v >> 2);
+ }
+ int Convert6To8(int v)
+ {
+ // Swizzle bits: 00123456 -> 12345612
+ return (v << 2) | (v >> 4);
+ }
+ float4 DecodePixel_RGB5A3(int val)
+ {
+ int r,g,b,a;
+ if ((val&0x8000) > 0)
+ {
+ r=Convert5To8((val>>10) & 0x1f);
+ g=Convert5To8((val>>5 ) & 0x1f);
+ b=Convert5To8((val ) & 0x1f);
+ a=0xFF;
+ }
+ else
+ {
+ a=Convert3To8((val>>12) & 0x7);
+ r=Convert4To8((val>>8 ) & 0xf);
+ g=Convert4To8((val>>4 ) & 0xf);
+ b=Convert4To8((val ) & 0xf);
+ }
+ return float4(r, g, b, a) / 255.0;
+ }
+ float4 DecodePixel_RGB565(int val)
+ {
+ int r, g, b, a;
+ r = Convert5To8((val >> 11) & 0x1f);
+ g = Convert6To8((val >> 5) & 0x3f);
+ b = Convert5To8((val) & 0x1f);
+ a = 0xFF;
+ return float4(r, g, b, a) / 255.0;
+ }
+ float4 DecodePixel_IA8(int val)
+ {
+ int i = val & 0xFF;
+ int a = val >> 8;
+ return float4(i, i, i, a) / 255.0;
+ }
+ void main()
+ {
+ int src = int(round(texture(samp0, f_uv0).r * PC.multiplier));
+ src = int(texelFetch(samp1, src + PC.texture_buffer_offset).r);
+ src = ((src << 8) & 0xFF00) | (src >> 8);
+ ocol0 = DECODE(src);
+ }
+
+ )";
+
+ std::string palette_ia8_program = StringFromFormat("%s\n%s", "#define DECODE DecodePixel_IA8",
+ PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
+ std::string palette_rgb565_program = StringFromFormat(
+ "%s\n%s", "#define DECODE DecodePixel_RGB565", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
+ std::string palette_rgb5a3_program = StringFromFormat(
+ "%s\n%s", "#define DECODE DecodePixel_RGB5A3", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
+
+ m_palette_conversion_shaders[GX_TL_IA8] =
+ Util::CompileAndCreateFragmentShader(palette_ia8_program);
+ m_palette_conversion_shaders[GX_TL_RGB565] =
+ Util::CompileAndCreateFragmentShader(palette_rgb565_program);
+ m_palette_conversion_shaders[GX_TL_RGB5A3] =
+ Util::CompileAndCreateFragmentShader(palette_rgb5a3_program);
+
+ return m_palette_conversion_shaders[GX_TL_IA8] != VK_NULL_HANDLE &&
+ m_palette_conversion_shaders[GX_TL_RGB565] != VK_NULL_HANDLE &&
+ m_palette_conversion_shaders[GX_TL_RGB5A3] != VK_NULL_HANDLE;
+}
+
+bool TextureConverter::CompileEncodingShaders()
+{
+ // Texture encoding shaders
+ static const u32 texture_encoding_shader_formats[] = {
+ GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8,
+ GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8,
+ GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8,
+ GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L};
+ for (u32 format : texture_encoding_shader_formats)
+ {
+ const char* shader_source =
+ TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan);
+ m_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source);
+ if (m_encoding_shaders[format] == VK_NULL_HANDLE)
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureConverter::CreateEncodingRenderPass()
+{
+ VkAttachmentDescription attachments[] = {
+ {0, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
+ VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
+ VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
+
+ VkAttachmentReference color_attachment_references[] = {
+ {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
+
+ VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1,
+ color_attachment_references, nullptr, nullptr, 0,
+ nullptr}};
+
+ VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
+ nullptr,
+ 0,
+ static_cast<u32>(ArraySize(attachments)),
+ attachments,
+ static_cast<u32>(ArraySize(subpass_descriptions)),
+ subpass_descriptions,
+ 0,
+ nullptr};
+
+ VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
+ &m_encoding_render_pass);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: ");
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureConverter::CreateEncodingTexture()
+{
+ m_encoding_render_texture = Texture2D::Create(
+ ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT,
+ VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
+ VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
+ VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
+ if (!m_encoding_render_texture)
+ return false;
+
+ VkImageView framebuffer_attachments[] = {m_encoding_render_texture->GetView()};
+ VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
+ nullptr,
+ 0,
+ m_encoding_render_pass,
+ static_cast<u32>(ArraySize(framebuffer_attachments)),
+ framebuffer_attachments,
+ m_encoding_render_texture->GetWidth(),
+ m_encoding_render_texture->GetHeight(),
+ m_encoding_render_texture->GetLayers()};
+
+ VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
+ &m_encoding_render_framebuffer);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureConverter::CreateEncodingDownloadTexture()
+{
+ m_encoding_download_texture =
+ StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH,
+ ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT);
+
+ return m_encoding_download_texture && m_encoding_download_texture->Map();
+}
+
+bool TextureConverter::CompileYUYVConversionShaders()
+{
+ static const char RGB_TO_YUYV_SHADER_SOURCE[] = R"(
+ SAMPLER_BINDING(0) uniform sampler2DArray source;
+ layout(location = 0) in vec3 uv0;
+ layout(location = 0) out vec4 ocol0;
+
+ const vec3 y_const = vec3(0.257,0.504,0.098);
+ const vec3 u_const = vec3(-0.148,-0.291,0.439);
+ const vec3 v_const = vec3(0.439,-0.368,-0.071);
+ const vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);
+
+ void main()
+ {
+ vec3 c0 = texture(source, vec3(uv0.xy - dFdx(uv0.xy) * 0.25, 0.0)).rgb;
+ vec3 c1 = texture(source, vec3(uv0.xy + dFdx(uv0.xy) * 0.25, 0.0)).rgb;
+ vec3 c01 = (c0 + c1) * 0.5;
+ ocol0 = vec4(dot(c1, y_const),
+ dot(c01,u_const),
+ dot(c0,y_const),
+ dot(c01, v_const)) + const3;
+ }
+ )";
+
+ static const char YUYV_TO_RGB_SHADER_SOURCE[] = R"(
+ layout(std140, push_constant) uniform PCBlock
+ {
+ int buffer_offset;
+ int src_stride;
+ } PC;
+
+ TEXEL_BUFFER_BINDING(0) uniform samplerBuffer source;
+ layout(location = 0) in vec3 uv0;
+ layout(location = 0) out vec4 ocol0;
+
+ void main()
+ {
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ int buffer_pos = PC.buffer_offset + uv.y * PC.src_stride + (uv.x / 2);
+ vec4 c0 = texelFetch(source, buffer_pos);
+
+ float y = mix(c0.r, c0.b, (uv.x & 1) == 1);
+ float yComp = 1.164 * (y - 0.0625);
+ float uComp = c0.g - 0.5;
+ float vComp = c0.a - 0.5;
+ ocol0 = vec4(yComp + (1.596 * vComp),
+ yComp - (0.813 * vComp) - (0.391 * uComp),
+ yComp + (2.018 * uComp),
+ 1.0);
+ }
+ )";
+
+ std::string header = g_object_cache->GetUtilityShaderHeader();
+ std::string source = header + RGB_TO_YUYV_SHADER_SOURCE;
+ m_rgb_to_yuyv_shader = Util::CompileAndCreateFragmentShader(source);
+ source = header + YUYV_TO_RGB_SHADER_SOURCE;
+ m_yuyv_to_rgb_shader = Util::CompileAndCreateFragmentShader(source);
+
+ return m_rgb_to_yuyv_shader != VK_NULL_HANDLE && m_yuyv_to_rgb_shader != VK_NULL_HANDLE;
+}
+
+} // namespace Vulkan