VideoBackends: Support D24S8 abstract texture format

This commit is contained in:
Stenzek
2018-07-17 13:22:48 +10:00
parent f5e8af7b6c
commit b30342d38f
8 changed files with 44 additions and 9 deletions

View File

@ -49,6 +49,8 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_TYPELESS;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24G8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_TYPELESS;
case AbstractTextureFormat::D32F_S8:
@ -64,6 +66,8 @@ DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D32F_S8:
@ -78,6 +82,8 @@ DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_D32_FLOAT;
case AbstractTextureFormat::D32F_S8:

View File

@ -41,6 +41,8 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
return GL_R32F;
case AbstractTextureFormat::D16:
return GL_DEPTH_COMPONENT16;
case AbstractTextureFormat::D24_S8:
return GL_DEPTH24_STENCIL8;
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT32F;
case AbstractTextureFormat::D32F_S8:
@ -65,6 +67,7 @@ GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT;
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH_STENCIL;
// Compressed texture formats don't use this parameter.
@ -86,6 +89,8 @@ GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
return GL_FLOAT;
case AbstractTextureFormat::D16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::D24_S8:
return GL_UNSIGNED_INT_24_8;
case AbstractTextureFormat::D32F:
return GL_FLOAT;
case AbstractTextureFormat::D32F_S8:

View File

@ -169,9 +169,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
m_image, // VkImage image
{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
VK_IMAGE_ASPECT_COLOR_BIT),
0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
m_layers} // VkImageSubresourceRange subresourceRange
};
// srcStageMask -> Stages that must complete before the barrier
@ -316,9 +315,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageL
VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
m_image, // VkImage image
{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
VK_IMAGE_ASPECT_COLOR_BIT),
0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
m_layers} // VkImageSubresourceRange subresourceRange
};
VkPipelineStageFlags srcStageMask, dstStageMask;

View File

@ -118,6 +118,9 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
case AbstractTextureFormat::D16:
return VK_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return VK_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::R32F:
return VK_FORMAT_R32_SFLOAT;
@ -133,6 +136,24 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
}
}
VkImageAspectFlags GetImageAspectForFormat(VkFormat format)
{
switch (format)
{
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_D32_SFLOAT:
return VK_IMAGE_ASPECT_DEPTH_BIT;
default:
return VK_IMAGE_ASPECT_COLOR_BIT;
}
}
u32 GetTexelSize(VkFormat format)
{
// Only contains pixel formats we use.

View File

@ -29,6 +29,7 @@ bool IsDepthFormat(VkFormat format);
bool IsCompressedFormat(VkFormat format);
VkFormat GetLinearFormat(VkFormat format);
VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format);
VkImageAspectFlags GetImageAspectForFormat(VkFormat format);
u32 GetTexelSize(VkFormat format);
u32 GetBlockSize(VkFormat format);

View File

@ -94,8 +94,8 @@ std::unique_ptr<VKTexture> VKTexture::Create(const TextureConfig& tex_config)
{
// Clear render targets before use to prevent reading uninitialized memory.
VkClearDepthStencilValue clear_value = {0.0f, 0};
VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, tex_config.levels, 0,
tex_config.layers};
VkImageSubresourceRange clear_range = {Util::GetImageAspectForFormat(vk_format), 0,
tex_config.levels, 0, tex_config.layers};
texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),