forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			676 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			676 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include <algorithm>
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#include <cstddef>
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#include <cstring>
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#include <string>
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureDecoder.h"
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namespace Vulkan
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{
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TextureConverter::TextureConverter()
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{
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}
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TextureConverter::~TextureConverter()
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{
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  for (const auto& it : m_palette_conversion_shaders)
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  {
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    if (it != VK_NULL_HANDLE)
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      vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr);
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  }
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  if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE)
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    vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr);
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  if (m_texel_buffer_view_rgba8_unorm != VK_NULL_HANDLE)
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    vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_rgba8_unorm, nullptr);
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  if (m_encoding_render_pass != VK_NULL_HANDLE)
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    vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr);
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  if (m_encoding_render_framebuffer != VK_NULL_HANDLE)
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    vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_render_framebuffer, nullptr);
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  for (VkShaderModule shader : m_encoding_shaders)
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  {
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    if (shader != VK_NULL_HANDLE)
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      vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
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  }
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  if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE)
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    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr);
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  if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE)
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    vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr);
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}
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bool TextureConverter::Initialize()
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{
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  if (!CreateTexelBuffer())
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  {
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    PanicAlert("Failed to create uniform buffer");
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    return false;
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  }
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  if (!CompilePaletteConversionShaders())
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  {
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    PanicAlert("Failed to compile palette conversion shaders");
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    return false;
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  }
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  if (!CompileEncodingShaders())
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  {
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    PanicAlert("Failed to compile texture encoding shaders");
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    return false;
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  }
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  if (!CreateEncodingRenderPass())
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  {
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    PanicAlert("Failed to create encode render pass");
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    return false;
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  }
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  if (!CreateEncodingTexture())
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  {
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    PanicAlert("Failed to create encoding texture");
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    return false;
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  }
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  if (!CreateEncodingDownloadTexture())
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  {
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    PanicAlert("Failed to create download texture");
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    return false;
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  }
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  if (!CompileYUYVConversionShaders())
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  {
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    PanicAlert("Failed to compile YUYV conversion shaders");
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    return false;
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  }
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  return true;
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}
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bool TextureConverter::ReserveTexelBufferStorage(size_t size, size_t alignment)
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{
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  // Enforce the minimum alignment for texture buffers on the device.
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  size_t actual_alignment =
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      std::max(static_cast<size_t>(g_vulkan_context->GetTexelBufferAlignment()), alignment);
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  if (m_texel_buffer->ReserveMemory(size, actual_alignment))
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    return true;
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  WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
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  Util::ExecuteCurrentCommandsAndRestoreState(false);
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  // This next call should never fail, since a command buffer is now in-flight and we can
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  // wait on the fence for the GPU to finish. If this returns false, it's probably because
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  // the device has been lost, which is fatal anyway.
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  if (!m_texel_buffer->ReserveMemory(size, actual_alignment))
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  {
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    PanicAlert("Failed to allocate space for texture conversion");
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    return false;
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  }
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  return true;
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}
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VkCommandBuffer
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TextureConverter::GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry)
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{
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  // EFB copies can be used as paletted textures as well. For these, we can't assume them to be
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  // contain the correct data before the frame begins (when the init command buffer is executed),
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  // so we must convert them at the appropriate time, during the drawing command buffer.
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  if (src_entry->IsEfbCopy())
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  {
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    StateTracker::GetInstance()->EndRenderPass();
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    StateTracker::GetInstance()->SetPendingRebind();
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    return g_command_buffer_mgr->GetCurrentCommandBuffer();
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  }
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  else
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  {
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    // Use initialization command buffer and perform conversion before the drawing commands.
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    return g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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  }
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}
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void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry,
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                                      TextureCache::TCacheEntry* src_entry,
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                                      VkRenderPass render_pass, const void* palette,
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                                      TlutFormat palette_format)
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{
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  struct PSUniformBlock
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  {
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    float multiplier;
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    int texel_buffer_offset;
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    int pad[2];
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  };
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  _assert_(static_cast<size_t>(palette_format) < NUM_PALETTE_CONVERSION_SHADERS);
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  _assert_(dst_entry->config.rendertarget);
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  // We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater.
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  size_t palette_size = (src_entry->format & 0xF) == GX_TF_I4 ? 32 : 512;
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  if (!ReserveTexelBufferStorage(palette_size, sizeof(u16)))
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    return;
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  // Copy in palette to texel buffer.
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  u32 palette_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
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  memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size);
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  m_texel_buffer->CommitMemory(palette_size);
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  VkCommandBuffer command_buffer = GetCommandBufferForTextureConversion(src_entry);
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  src_entry->GetTexture()->TransitionToLayout(command_buffer,
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                                              VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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  dst_entry->GetTexture()->TransitionToLayout(command_buffer,
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                                              VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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  // Bind and draw to the destination.
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  UtilityShaderDraw draw(command_buffer,
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                         g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
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                         render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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                         m_palette_conversion_shaders[palette_format]);
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  VkRect2D region = {{0, 0}, {dst_entry->config.width, dst_entry->config.height}};
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  draw.BeginRenderPass(dst_entry->GetFramebuffer(), region);
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  PSUniformBlock uniforms = {};
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  uniforms.multiplier = (src_entry->format & 0xF) == GX_TF_I4 ? 15.0f : 255.0f;
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  uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
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  draw.SetPushConstants(&uniforms, sizeof(uniforms));
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  draw.SetPSSampler(0, src_entry->GetTexture()->GetView(), g_object_cache->GetPointSampler());
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  draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
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  draw.SetViewportAndScissor(0, 0, dst_entry->config.width, dst_entry->config.height);
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  draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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  draw.EndRenderPass();
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}
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void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format,
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                                             u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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                                             u32 memory_stride, bool is_depth_copy,
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                                             bool is_intensity, int scale_by_half,
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                                             const EFBRectangle& src_rect)
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{
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  if (m_encoding_shaders[format] == VK_NULL_HANDLE)
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  {
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    ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format);
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    return;
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  }
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  // Can't do our own draw within a render pass.
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  StateTracker::GetInstance()->EndRenderPass();
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  m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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  UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                         g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
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                         m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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                         VK_NULL_HANDLE, m_encoding_shaders[format]);
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  // Uniform - int4 of left,top,native_width,scale
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  s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
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                             scale_by_half ? 2 : 1};
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  draw.SetPushConstants(position_uniform, sizeof(position_uniform));
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  // Doesn't make sense to linear filter depth values
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  draw.SetPSSampler(0, src_texture, (scale_by_half && !is_depth_copy) ?
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                                        g_object_cache->GetLinearSampler() :
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                                        g_object_cache->GetPointSampler());
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  u32 render_width = bytes_per_row / sizeof(u32);
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  u32 render_height = num_blocks_y;
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  Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
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                              render_height);
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  VkRect2D render_region = {{0, 0}, {render_width, render_height}};
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  draw.BeginRenderPass(m_encoding_render_framebuffer, render_region);
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  draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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  draw.EndRenderPass();
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  // Transition the image before copying
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  m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                                                VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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  m_encoding_download_texture->CopyFromImage(
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      g_command_buffer_mgr->GetCurrentCommandBuffer(), m_encoding_render_texture->GetImage(),
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      VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, render_width, render_height, 0, 0);
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  // Block until the GPU has finished copying to the staging texture.
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  Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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  // Copy from staging texture to the final destination, adjusting pitch if necessary.
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  m_encoding_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr,
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                                          memory_stride);
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}
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void TextureConverter::EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride,
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                                                 u32 dst_height, Texture2D* src_texture,
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                                                 const MathUtil::Rectangle<int>& src_rect)
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{
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  StateTracker::GetInstance()->EndRenderPass();
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  // Borrow framebuffer from EFB2RAM encoder.
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  VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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  src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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  m_encoding_render_texture->TransitionToLayout(command_buffer,
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                                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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  // Use fragment shader to convert RGBA to YUYV.
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  // Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in
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  // the order the guest is expecting and we don't have to swap it at readback time. The width
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  // is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel.
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  u32 output_width = dst_width / 2;
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  UtilityShaderDraw draw(command_buffer,
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                         g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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                         m_encoding_render_pass, g_object_cache->GetPassthroughVertexShader(),
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                         VK_NULL_HANDLE, m_rgb_to_yuyv_shader);
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  VkRect2D region = {{0, 0}, {output_width, dst_height}};
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  draw.BeginRenderPass(m_encoding_render_framebuffer, region);
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  draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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  draw.DrawQuad(0, 0, static_cast<int>(output_width), static_cast<int>(dst_height), src_rect.left,
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                src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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                static_cast<int>(src_texture->GetWidth()),
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                static_cast<int>(src_texture->GetHeight()));
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  draw.EndRenderPass();
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  // Render pass transitions to TRANSFER_SRC.
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  m_encoding_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                                                VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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  // Copy from encoding texture to download buffer.
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  m_encoding_download_texture->CopyFromImage(command_buffer, m_encoding_render_texture->GetImage(),
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                                             VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width,
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                                             dst_height, 0, 0);
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  Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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  // Finally, copy to guest memory. This may have a different stride.
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  m_encoding_download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride);
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}
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void TextureConverter::DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture,
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                                                   const void* src_ptr, u32 src_width,
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                                                   u32 src_stride, u32 src_height)
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{
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  // Copies (and our decoding step) cannot be done inside a render pass.
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  StateTracker::GetInstance()->EndRenderPass();
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  StateTracker::GetInstance()->SetPendingRebind();
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  // Pack each row without any padding in the texel buffer.
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  size_t upload_stride = src_width * sizeof(u16);
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  size_t upload_size = upload_stride * src_height;
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  // Reserve space in the texel buffer for storing the raw image.
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  if (!ReserveTexelBufferStorage(upload_size, sizeof(u16)))
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    return;
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  // Handle pitch differences here.
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  if (src_stride != upload_stride)
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  {
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    const u8* src_row_ptr = reinterpret_cast<const u8*>(src_ptr);
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    u8* dst_row_ptr = m_texel_buffer->GetCurrentHostPointer();
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    size_t copy_size = std::min(upload_stride, static_cast<size_t>(src_stride));
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    for (u32 row = 0; row < src_height; row++)
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    {
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      std::memcpy(dst_row_ptr, src_row_ptr, copy_size);
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      src_row_ptr += src_stride;
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      dst_row_ptr += upload_stride;
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    }
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  }
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  else
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  {
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    std::memcpy(m_texel_buffer->GetCurrentHostPointer(), src_ptr, upload_size);
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  }
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  VkDeviceSize texel_buffer_offset = m_texel_buffer->GetCurrentOffset();
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  m_texel_buffer->CommitMemory(upload_size);
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  dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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  // We divide the offset by 4 here because we're fetching RGBA8 elements.
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  // The stride is in RGBA8 elements, so we divide by two because our data is two bytes per pixel.
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  struct PSUniformBlock
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  {
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    int buffer_offset;
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    int src_stride;
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  };
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  PSUniformBlock push_constants = {static_cast<int>(texel_buffer_offset / sizeof(u32)),
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                                   static_cast<int>(src_width / 2)};
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  // Convert from the YUYV data now in the intermediate texture to RGBA in the destination.
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  UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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                         g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
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                         m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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                         VK_NULL_HANDLE, m_yuyv_to_rgb_shader);
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  VkRect2D region = {{0, 0}, {src_width, src_height}};
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  draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
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  draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
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  draw.SetPSTexelBuffer(m_texel_buffer_view_rgba8_unorm);
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  draw.SetPushConstants(&push_constants, sizeof(push_constants));
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  draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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  draw.EndRenderPass();
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}
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bool TextureConverter::CreateTexelBuffer()
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{
 | 
						|
  // 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
 |