Implement EFB copy filter and gamma in hardware backends

Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -38,6 +38,11 @@ struct EFBEncodeParams
{
std::array<s32, 4> position_uniform;
float y_scale;
float gamma_rcp;
float clamp_top;
float clamp_bottom;
s32 filter_coefficients[3];
u32 padding;
};
}
TextureConverter::TextureConverter()
@ -201,10 +206,11 @@ void TextureConverter::ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
draw.EndRenderPass();
}
void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr,
const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half)
void TextureConverter::EncodeTextureToMemory(
VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
VkShaderModule shader = GetEncodingShader(params);
if (shader == VK_NULL_HANDLE)
@ -236,14 +242,21 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
encoder_params.position_uniform[1] = src_rect.top;
encoder_params.position_uniform[2] = static_cast<s32>(native_width);
encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
encoder_params.y_scale = params.y_scale;
draw.SetPushConstants(&encoder_params, sizeof(encoder_params));
encoder_params.y_scale = y_scale;
encoder_params.gamma_rcp = 1.0f / gamma;
encoder_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
encoder_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 0.0f;
for (size_t i = 0; i < filter_coefficients.size(); i++)
encoder_params.filter_coefficients[i] = filter_coefficients[i];
u8* ubo_ptr = draw.AllocatePSUniforms(sizeof(EFBEncodeParams));
std::memcpy(ubo_ptr, &encoder_params, sizeof(EFBEncodeParams));
draw.CommitPSUniforms(sizeof(EFBEncodeParams));
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
bool linear_filter =
(scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f;
(scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f;
draw.SetPSSampler(0, src_texture,
linear_filter ? g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());