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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #7275 from stenzek/d24s8
FramebufferManager: Use D24S8 on Adreno when using Vulkan
This commit is contained in:
commit
67872cd2d1
@ -49,6 +49,8 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
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return DXGI_FORMAT_R32_FLOAT;
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_R16_TYPELESS;
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case AbstractTextureFormat::D24_S8:
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return DXGI_FORMAT_R24G8_TYPELESS;
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case AbstractTextureFormat::D32F:
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return DXGI_FORMAT_R32_TYPELESS;
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case AbstractTextureFormat::D32F_S8:
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@ -64,6 +66,8 @@ DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
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{
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_R16_UNORM;
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case AbstractTextureFormat::D24_S8:
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return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
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case AbstractTextureFormat::D32F:
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return DXGI_FORMAT_R32_FLOAT;
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case AbstractTextureFormat::D32F_S8:
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@ -78,6 +82,8 @@ DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
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{
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case AbstractTextureFormat::D16:
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return DXGI_FORMAT_D16_UNORM;
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case AbstractTextureFormat::D24_S8:
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return DXGI_FORMAT_D24_UNORM_S8_UINT;
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case AbstractTextureFormat::D32F:
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return DXGI_FORMAT_D32_FLOAT;
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case AbstractTextureFormat::D32F_S8:
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@ -41,6 +41,8 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
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return GL_R32F;
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case AbstractTextureFormat::D16:
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return GL_DEPTH_COMPONENT16;
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case AbstractTextureFormat::D24_S8:
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return GL_DEPTH24_STENCIL8;
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case AbstractTextureFormat::D32F:
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return GL_DEPTH_COMPONENT32F;
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case AbstractTextureFormat::D32F_S8:
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@ -65,6 +67,7 @@ GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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case AbstractTextureFormat::D16:
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case AbstractTextureFormat::D32F:
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return GL_DEPTH_COMPONENT;
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case AbstractTextureFormat::D24_S8:
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case AbstractTextureFormat::D32F_S8:
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return GL_DEPTH_STENCIL;
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// Compressed texture formats don't use this parameter.
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@ -86,6 +89,8 @@ GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
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return GL_FLOAT;
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case AbstractTextureFormat::D16:
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return GL_UNSIGNED_SHORT;
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case AbstractTextureFormat::D24_S8:
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return GL_UNSIGNED_INT_24_8;
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case AbstractTextureFormat::D32F:
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return GL_FLOAT;
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case AbstractTextureFormat::D32F_S8:
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@ -142,12 +142,12 @@ bool FramebufferManager::Initialize()
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bool FramebufferManager::CreateEFBRenderPasses()
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{
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m_efb_load_render_pass =
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g_object_cache->GetRenderPass(EFB_COLOR_TEXTURE_FORMAT, EFB_DEPTH_TEXTURE_FORMAT,
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g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_LOAD);
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m_efb_clear_render_pass =
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g_object_cache->GetRenderPass(EFB_COLOR_TEXTURE_FORMAT, EFB_DEPTH_TEXTURE_FORMAT,
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g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_CLEAR);
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m_efb_load_render_pass = g_object_cache->GetRenderPass(
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EFB_COLOR_TEXTURE_FORMAT, Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()),
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g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_LOAD);
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m_efb_clear_render_pass = g_object_cache->GetRenderPass(
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EFB_COLOR_TEXTURE_FORMAT, Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()),
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g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_CLEAR);
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m_depth_resolve_render_pass = g_object_cache->GetRenderPass(
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EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
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return m_efb_load_render_pass != VK_NULL_HANDLE && m_efb_clear_render_pass != VK_NULL_HANDLE &&
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@ -181,7 +181,8 @@ bool FramebufferManager::CreateEFBFramebuffer()
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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m_efb_depth_texture = Texture2D::Create(
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efb_width, efb_height, 1, efb_layers, EFB_DEPTH_TEXTURE_FORMAT, efb_samples,
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efb_width, efb_height, 1, efb_layers,
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Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()), efb_samples,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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@ -169,9 +169,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
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VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
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VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
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m_image, // VkImage image
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{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
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VK_IMAGE_ASPECT_COLOR_BIT),
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0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
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{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
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m_layers} // VkImageSubresourceRange subresourceRange
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};
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// srcStageMask -> Stages that must complete before the barrier
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@ -316,9 +315,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageL
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VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
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VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
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m_image, // VkImage image
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{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
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VK_IMAGE_ASPECT_COLOR_BIT),
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0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
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{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
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m_layers} // VkImageSubresourceRange subresourceRange
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};
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VkPipelineStageFlags srcStageMask, dstStageMask;
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@ -118,6 +118,9 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
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case AbstractTextureFormat::D16:
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return VK_FORMAT_D16_UNORM;
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case AbstractTextureFormat::D24_S8:
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return VK_FORMAT_D24_UNORM_S8_UINT;
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case AbstractTextureFormat::R32F:
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return VK_FORMAT_R32_SFLOAT;
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@ -133,6 +136,24 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
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}
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}
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VkImageAspectFlags GetImageAspectForFormat(VkFormat format)
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{
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switch (format)
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{
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case VK_FORMAT_D16_UNORM_S8_UINT:
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case VK_FORMAT_D24_UNORM_S8_UINT:
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case VK_FORMAT_D32_SFLOAT_S8_UINT:
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return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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case VK_FORMAT_D16_UNORM:
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case VK_FORMAT_D32_SFLOAT:
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return VK_IMAGE_ASPECT_DEPTH_BIT;
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default:
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return VK_IMAGE_ASPECT_COLOR_BIT;
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}
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}
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u32 GetTexelSize(VkFormat format)
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{
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// Only contains pixel formats we use.
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@ -29,6 +29,7 @@ bool IsDepthFormat(VkFormat format);
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bool IsCompressedFormat(VkFormat format);
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VkFormat GetLinearFormat(VkFormat format);
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VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format);
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VkImageAspectFlags GetImageAspectForFormat(VkFormat format);
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u32 GetTexelSize(VkFormat format);
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u32 GetBlockSize(VkFormat format);
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@ -94,8 +94,8 @@ std::unique_ptr<VKTexture> VKTexture::Create(const TextureConfig& tex_config)
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{
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// Clear render targets before use to prevent reading uninitialized memory.
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VkClearDepthStencilValue clear_value = {0.0f, 0};
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VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, tex_config.levels, 0,
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tex_config.layers};
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VkImageSubresourceRange clear_range = {Util::GetImageAspectForFormat(vk_format), 0,
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tex_config.levels, 0, tex_config.layers};
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texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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@ -69,6 +69,7 @@ bool AbstractTexture::IsDepthFormat(AbstractTextureFormat format)
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switch (format)
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{
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case AbstractTextureFormat::D16:
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case AbstractTextureFormat::D24_S8:
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case AbstractTextureFormat::D32F:
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case AbstractTextureFormat::D32F_S8:
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return true;
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@ -80,7 +81,7 @@ bool AbstractTexture::IsDepthFormat(AbstractTextureFormat format)
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bool AbstractTexture::IsStencilFormat(AbstractTextureFormat format)
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{
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return format == AbstractTextureFormat::D32F_S8;
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return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8;
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}
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size_t AbstractTexture::CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length)
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@ -100,6 +101,7 @@ size_t AbstractTexture::CalculateStrideForFormat(AbstractTextureFormat format, u
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case AbstractTextureFormat::BGRA8:
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case AbstractTextureFormat::R32F:
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case AbstractTextureFormat::D32F:
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case AbstractTextureFormat::D24_S8:
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return static_cast<size_t>(row_length) * 4;
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case AbstractTextureFormat::D32F_S8:
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return static_cast<size_t>(row_length) * 8;
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@ -124,6 +126,7 @@ size_t AbstractTexture::GetTexelSizeForFormat(AbstractTextureFormat format)
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return 2;
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case AbstractTextureFormat::RGBA8:
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case AbstractTextureFormat::BGRA8:
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case AbstractTextureFormat::D24_S8:
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case AbstractTextureFormat::R32F:
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case AbstractTextureFormat::D32F:
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return 4;
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@ -108,7 +108,8 @@ static BugInfo m_known_bugs[] = {
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-1.0, true},
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{API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN,
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true},
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};
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{API_VULKAN, OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, Family::UNKNOWN, BUG_BROKEN_D32F_CLEAR,
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-1.0, -1.0, true}};
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static std::map<Bug, BugInfo> m_bugs;
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@ -269,6 +269,13 @@ enum Bug
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// Started Version: 1.7
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// Ended Version: 1.10
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
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// BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
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// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
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// We still resolve this to a R32F texture, as there is no 24-bit format.
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// Started version: -1
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// Ended version: -1
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BUG_BROKEN_D32F_CLEAR,
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};
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// Initializes our internal vendor, device family, and driver version
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@ -6,6 +6,8 @@
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#include <memory>
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/RenderBase.h"
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std::unique_ptr<FramebufferManagerBase> g_framebuffer_manager;
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@ -13,3 +15,14 @@ std::unique_ptr<FramebufferManagerBase> g_framebuffer_manager;
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unsigned int FramebufferManagerBase::m_EFBLayers = 1;
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FramebufferManagerBase::~FramebufferManagerBase() = default;
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AbstractTextureFormat FramebufferManagerBase::GetEFBDepthFormat()
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{
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// 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
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// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
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// We still resolve this to a R32F texture, as there is no 24-bit format.
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
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return AbstractTextureFormat::D24_S8;
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else
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return AbstractTextureFormat::D32F;
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}
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@ -8,6 +8,8 @@
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#include "Common/CommonTypes.h"
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enum class AbstractTextureFormat : u32;
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inline bool AddressRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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@ -19,6 +21,7 @@ public:
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virtual ~FramebufferManagerBase();
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static unsigned int GetEFBLayers() { return m_EFBLayers; }
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static AbstractTextureFormat GetEFBDepthFormat();
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protected:
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static unsigned int m_EFBLayers;
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@ -10,6 +10,7 @@
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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@ -26,6 +27,7 @@ bool ShaderCache::Initialize()
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{
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m_api_type = g_ActiveConfig.backend_info.api_type;
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m_host_config = ShaderHostConfig::GetCurrent();
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m_efb_depth_format = FramebufferManagerBase::GetEFBDepthFormat();
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m_efb_multisamples = g_ActiveConfig.iMultisamples;
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// Create the async compiler, and start the worker threads.
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@ -441,7 +443,7 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
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config.depth_state = depth_state;
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config.blending_state = blending_state;
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config.framebuffer_state.color_texture_format = AbstractTextureFormat::RGBA8;
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config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
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config.framebuffer_state.depth_texture_format = m_efb_depth_format;
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config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
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config.framebuffer_state.samples = m_efb_multisamples;
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return config;
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@ -30,6 +30,7 @@
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#include "VideoCommon/VertexShaderGen.h"
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class NativeVertexFormat;
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enum class AbstractTextureFormat : u32;
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namespace VideoCommon
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{
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@ -129,6 +130,7 @@ private:
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// Configuration bits.
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APIType m_api_type = APIType::Nothing;
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ShaderHostConfig m_host_config = {};
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AbstractTextureFormat m_efb_depth_format;
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u32 m_efb_multisamples = 1;
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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@ -20,6 +20,7 @@ enum class AbstractTextureFormat : u32
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BPTC,
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R16,
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D16,
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D24_S8,
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R32F,
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D32F,
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D32F_S8,
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