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VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
This commit is contained in:
@ -222,7 +222,8 @@ TextureCache::~TextureCache()
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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unsigned int cbuf_id, const float* colmat)
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unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity)
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{
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auto* destination_texture = static_cast<DXTexture*>(entry->texture.get());
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@ -34,7 +34,8 @@ private:
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bool scale_by_half) override;
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
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bool scale_by_half, unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity) override;
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bool CompileShaders() override { return true; }
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void DeleteShaders() override {}
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@ -32,7 +32,8 @@ public:
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}
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
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bool scale_by_half, unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity) override
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{
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}
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};
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@ -26,11 +26,44 @@
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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constexpr const char* vertex_program =
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"out vec3 %c_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
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"0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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constexpr const char* geometry_program = "layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n";
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//#define TIME_TEXTURE_DECODING 1
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void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
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@ -124,101 +157,22 @@ bool TextureCache::CompileShaders()
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" ocol0 = texcol;\n"
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"}\n";
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constexpr const char* color_matrix_program =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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constexpr const char* depth_matrix_program =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(texcol.x * 16777216.0);\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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constexpr const char* vertex_program =
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"out vec3 %s_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, "
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"0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const std::string geo_program = g_ActiveConfig.stereo_mode != StereoMode::Off ?
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n" :
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"";
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const char* prefix = geo_program.empty() ? "f" : "v";
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const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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std::string geo_program = "";
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char prefix = 'f';
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if (g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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geo_program = geometry_program;
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prefix = 'v';
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}
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if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program) ||
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!ProgramShaderCache::CompileShader(m_colorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program) ||
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!ProgramShaderCache::CompileShader(
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m_depthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program))
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color_copy_program, geo_program))
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{
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return false;
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}
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m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
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m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
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m_color_cbuf_id = UINT_MAX;
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m_depth_cbuf_id = UINT_MAX;
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m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
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m_colorMatrixPositionUniform =
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glGetUniformLocation(m_colorMatrixProgram.glprogid, "copy_position");
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m_depthCopyPositionUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "copy_position");
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std::string palette_shader =
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R"GLSL(
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@ -320,8 +274,9 @@ bool TextureCache::CompileShaders()
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void TextureCache::DeleteShaders()
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{
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m_colorMatrixProgram.Destroy();
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m_depthMatrixProgram.Destroy();
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for (auto& it : m_efb_copy_programs)
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it.second.shader.Destroy();
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m_efb_copy_programs.clear();
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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for (auto& shader : m_palette_shaders)
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@ -531,7 +486,8 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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unsigned int cbuf_id, const float* colmat)
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unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity)
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{
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auto* destination_texture = static_cast<OGLTexture*>(entry->texture.get());
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g_renderer->ResetAPIState(); // reset any game specific settings
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@ -554,26 +510,35 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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glViewport(0, 0, destination_texture->GetConfig().width, destination_texture->GetConfig().height);
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GLuint uniform_location;
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if (is_depth_copy)
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auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
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auto it = m_efb_copy_programs.emplace(uid, EFBCopyShader());
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EFBCopyShader& shader = it.first->second;
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bool created = it.second;
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if (created)
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{
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m_depthMatrixProgram.Bind();
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if (m_depth_cbuf_id != cbuf_id)
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glUniform4fv(m_depthMatrixUniform, 5, colmat);
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m_depth_cbuf_id = cbuf_id;
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uniform_location = m_depthCopyPositionUniform;
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}
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else
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{
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m_colorMatrixProgram.Bind();
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if (m_color_cbuf_id != cbuf_id)
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glUniform4fv(m_colorMatrixUniform, 7, colmat);
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m_color_cbuf_id = cbuf_id;
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uniform_location = m_colorMatrixPositionUniform;
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ShaderCode code = GenerateTextureConverterShaderCode(APIType::OpenGL, uid.GetUidData());
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std::string geo_program = "";
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char prefix = 'f';
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if (g_ActiveConfig.stereo_mode != StereoMode::Off)
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{
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geo_program = geometry_program;
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prefix = 'v';
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}
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ProgramShaderCache::CompileShader(shader.shader,
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StringFromFormat(vertex_program, prefix, prefix),
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code.GetBuffer(), geo_program);
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shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
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}
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shader.shader.Bind();
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TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect);
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glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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glUniform4f(shader.position_uniform, static_cast<float>(R.left), static_cast<float>(R.top),
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static_cast<float>(R.right), static_cast<float>(R.bottom));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -13,6 +13,7 @@
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractTexture;
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@ -67,7 +68,8 @@ private:
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bool scale_by_half) override;
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
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bool scale_by_half, unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity) override;
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bool CompileShaders() override;
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void DeleteShaders() override;
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@ -78,17 +80,16 @@ private:
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void CreateTextureDecodingResources();
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void DestroyTextureDecodingResources();
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SHADER m_colorCopyProgram;
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SHADER m_colorMatrixProgram;
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SHADER m_depthMatrixProgram;
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GLuint m_colorMatrixUniform;
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GLuint m_depthMatrixUniform;
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GLuint m_colorCopyPositionUniform;
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GLuint m_colorMatrixPositionUniform;
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GLuint m_depthCopyPositionUniform;
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struct EFBCopyShader
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{
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SHADER shader;
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GLuint position_uniform;
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};
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u32 m_color_cbuf_id;
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u32 m_depth_cbuf_id;
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std::map<TextureConverterShaderUid, EFBCopyShader> m_efb_copy_programs;
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SHADER m_colorCopyProgram;
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GLuint m_colorCopyPositionUniform;
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std::array<PaletteShader, 3> m_palette_shaders;
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std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
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@ -26,7 +26,8 @@ public:
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private:
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
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bool scale_by_half, unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity) override
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{
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// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
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@ -237,80 +237,12 @@ bool TextureCache::CompileShaders()
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}
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)";
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static const char EFB_COLOR_TO_TEX_SOURCE[] = R"(
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SAMPLER_BINDING(0) uniform sampler2DArray samp0;
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layout(std140, push_constant) uniform PSBlock
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{
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vec4 colmat[7];
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} C;
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layout(location = 0) in vec3 uv0;
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layout(location = 1) in vec4 col0;
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layout(location = 0) out vec4 ocol0;
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void main()
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{
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float4 texcol = texture(samp0, uv0);
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texcol = floor(texcol * C.colmat[5]) * C.colmat[6];
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ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
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}
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)";
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static const char EFB_DEPTH_TO_TEX_SOURCE[] = R"(
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SAMPLER_BINDING(0) uniform sampler2DArray samp0;
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layout(std140, push_constant) uniform PSBlock
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{
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vec4 colmat[5];
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} C;
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layout(location = 0) in vec3 uv0;
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layout(location = 1) in vec4 col0;
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layout(location = 0) out vec4 ocol0;
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void main()
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{
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#if MONO_DEPTH
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vec4 texcol = texture(samp0, vec3(uv0.xy, 0.0f));
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#else
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vec4 texcol = texture(samp0, uv0);
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#endif
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int depth = int((1.0 - texcol.x) * 16777216.0);
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// Convert to Z24 format
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ivec4 workspace;
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workspace.r = (depth >> 16) & 255;
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workspace.g = (depth >> 8) & 255;
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workspace.b = depth & 255;
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// Convert to Z4 format
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workspace.a = (depth >> 16) & 0xF0;
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// Normalize components to [0.0..1.0]
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texcol = vec4(workspace) / 255.0;
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ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
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}
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)";
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std::string header = g_shader_cache->GetUtilityShaderHeader();
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std::string source;
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std::string source = header + COPY_SHADER_SOURCE;
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source = header + COPY_SHADER_SOURCE;
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m_copy_shader = Util::CompileAndCreateFragmentShader(source);
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source = header + EFB_COLOR_TO_TEX_SOURCE;
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m_efb_color_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
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if (g_ActiveConfig.bStereoEFBMonoDepth)
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source = header + "#define MONO_DEPTH 1\n" + EFB_DEPTH_TO_TEX_SOURCE;
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else
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source = header + EFB_DEPTH_TO_TEX_SOURCE;
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m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
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return m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
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m_efb_depth_to_tex_shader != VK_NULL_HANDLE;
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return m_copy_shader != VK_NULL_HANDLE;
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}
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void TextureCache::DeleteShaders()
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@ -324,21 +256,18 @@ void TextureCache::DeleteShaders()
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
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m_copy_shader = VK_NULL_HANDLE;
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}
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if (m_efb_color_to_tex_shader != VK_NULL_HANDLE)
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for (auto& shader : m_efb_copy_to_tex_shaders)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_color_to_tex_shader, nullptr);
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m_efb_color_to_tex_shader = VK_NULL_HANDLE;
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}
|
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if (m_efb_depth_to_tex_shader != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
|
||||
m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
|
||||
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader.second, nullptr);
|
||||
}
|
||||
m_efb_copy_to_tex_shaders.clear();
|
||||
}
|
||||
|
||||
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
|
||||
const EFBRectangle& src_rect, bool scale_by_half,
|
||||
unsigned int cbuf_id, const float* colmat)
|
||||
unsigned int cbuf_id, const float* colmat,
|
||||
EFBCopyFormat dst_format, bool is_intensity)
|
||||
{
|
||||
VKTexture* texture = static_cast<VKTexture*>(entry->texture.get());
|
||||
|
||||
@ -378,13 +307,25 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
|
||||
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
UtilityShaderDraw draw(command_buffer,
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
|
||||
m_render_pass, g_shader_cache->GetPassthroughVertexShader(),
|
||||
g_shader_cache->GetPassthroughGeometryShader(),
|
||||
is_depth_copy ? m_efb_depth_to_tex_shader : m_efb_color_to_tex_shader);
|
||||
auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
|
||||
|
||||
auto it = m_efb_copy_to_tex_shaders.emplace(uid, VkShaderModule(VK_NULL_HANDLE));
|
||||
VkShaderModule& shader = it.first->second;
|
||||
bool created = it.second;
|
||||
|
||||
if (created)
|
||||
{
|
||||
std::string source = g_shader_cache->GetUtilityShaderHeader();
|
||||
source += GenerateTextureConverterShaderCode(APIType::Vulkan, uid.GetUidData()).GetBuffer();
|
||||
|
||||
shader = Util::CompileAndCreateFragmentShader(source);
|
||||
}
|
||||
|
||||
UtilityShaderDraw draw(command_buffer,
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), m_render_pass,
|
||||
g_shader_cache->GetPassthroughVertexShader(),
|
||||
g_shader_cache->GetPassthroughGeometryShader(), shader);
|
||||
|
||||
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
|
||||
draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
|
||||
|
||||
VkRect2D dest_region = {{0, 0}, {texture->GetConfig().width, texture->GetConfig().height}};
|
||||
|
@ -4,11 +4,13 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <memory>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "VideoBackends/Vulkan/StreamBuffer.h"
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
#include "VideoCommon/TextureConverterShaderGen.h"
|
||||
|
||||
namespace Vulkan
|
||||
{
|
||||
@ -53,7 +55,8 @@ private:
|
||||
bool CreateRenderPasses();
|
||||
|
||||
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
|
||||
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
|
||||
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
|
||||
EFBCopyFormat dst_format, bool is_intensity) override;
|
||||
|
||||
VkRenderPass m_render_pass = VK_NULL_HANDLE;
|
||||
|
||||
@ -62,8 +65,7 @@ private:
|
||||
std::unique_ptr<TextureConverter> m_texture_converter;
|
||||
|
||||
VkShaderModule m_copy_shader = VK_NULL_HANDLE;
|
||||
VkShaderModule m_efb_color_to_tex_shader = VK_NULL_HANDLE;
|
||||
VkShaderModule m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
|
||||
std::map<TextureConverterShaderUid, VkShaderModule> m_efb_copy_to_tex_shaders;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
Reference in New Issue
Block a user