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Rework swizzle infrastructure to support arbritary format swizzles
This is required to support R4G4B4A4 which has no directly corresponding Vulkan format. Co-authored-by: Lunar-Pixel <lunarn452@gmail.com>
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@ -1951,22 +1951,17 @@ namespace skyline::gpu::interconnect {
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#undef TIC_FORMAT_CASE_NORM_INT_FLOAT
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#undef TIC_FORMAT_CASE_NORM_INT_FLOAT
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}
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}
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/**
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vk::ComponentMapping ConvertTicSwizzleMapping(TextureImageControl::FormatWord format, vk::ComponentMapping swizzleMapping) {
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* @tparam ConvGR Converts all green component
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auto convertComponentSwizzle{[swizzleMapping](TextureImageControl::ImageSwizzle swizzle) {
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* @tparam SwapBR Swaps blue and red components
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*/
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template<bool ConvGR, bool SwapBR>
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vk::ComponentMapping ConvertTicSwizzleMapping(TextureImageControl::FormatWord format) {
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auto convertComponentSwizzle{[](TextureImageControl::ImageSwizzle swizzle) {
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switch (swizzle) {
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switch (swizzle) {
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case TextureImageControl::ImageSwizzle::R:
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case TextureImageControl::ImageSwizzle::R:
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return SwapBR ? vk::ComponentSwizzle::eB : vk::ComponentSwizzle::eR;
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return swizzleMapping.r;
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case TextureImageControl::ImageSwizzle::G:
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case TextureImageControl::ImageSwizzle::G:
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return ConvGR ? vk::ComponentSwizzle::eR : vk::ComponentSwizzle::eG;
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return swizzleMapping.g;
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case TextureImageControl::ImageSwizzle::B:
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case TextureImageControl::ImageSwizzle::B:
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return SwapBR ? vk::ComponentSwizzle::eR : vk::ComponentSwizzle::eB;
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return swizzleMapping.b;
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case TextureImageControl::ImageSwizzle::A:
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case TextureImageControl::ImageSwizzle::A:
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return vk::ComponentSwizzle::eA;
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return swizzleMapping.a;
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case TextureImageControl::ImageSwizzle::Zero:
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case TextureImageControl::ImageSwizzle::Zero:
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return vk::ComponentSwizzle::eZero;
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return vk::ComponentSwizzle::eZero;
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case TextureImageControl::ImageSwizzle::OneFloat:
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case TextureImageControl::ImageSwizzle::OneFloat:
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@ -2006,13 +2001,7 @@ namespace skyline::gpu::interconnect {
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auto &guest{poolTexture.guest};
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auto &guest{poolTexture.guest};
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guest.format = ConvertTicFormat(textureControl.formatWord, textureControl.isSrgb);
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guest.format = ConvertTicFormat(textureControl.formatWord, textureControl.isSrgb);
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guest.aspect = guest.format->Aspect(textureControl.formatWord.swizzleX == TextureImageControl::ImageSwizzle::R);
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guest.aspect = guest.format->Aspect(textureControl.formatWord.swizzleX == TextureImageControl::ImageSwizzle::R);
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guest.swizzle = ConvertTicSwizzleMapping(textureControl.formatWord, guest.format->swizzleMapping);
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if (guest.format->IsDepthOrStencil()) // G/R are equivalent for depth/stencil
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guest.swizzle = ConvertTicSwizzleMapping<true, false>(textureControl.formatWord);
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else if (guest.format->swapRedBlue)
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guest.swizzle = ConvertTicSwizzleMapping<false, true>(textureControl.formatWord);
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else
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guest.swizzle = ConvertTicSwizzleMapping<false, false>(textureControl.formatWord);
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constexpr size_t CubeFaceCount{6}; //!< The amount of faces of a cube
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constexpr size_t CubeFaceCount{6}; //!< The amount of faces of a cube
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@ -121,7 +121,7 @@ namespace skyline::gpu {
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throw exception("Cannot update swapchain to accomodate image extent: {}x{} ({}x{}-{}x{})", extent.width, extent.height, capabilities.minImageExtent.width, capabilities.minImageExtent.height, capabilities.maxImageExtent.width, capabilities.maxImageExtent.height);
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throw exception("Cannot update swapchain to accomodate image extent: {}x{} ({}x{}-{}x{})", extent.width, extent.height, capabilities.minImageExtent.width, capabilities.minImageExtent.height, capabilities.maxImageExtent.width, capabilities.maxImageExtent.height);
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vk::Format vkFormat{*format};
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vk::Format vkFormat{*format};
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if (vkFormat == vk::Format::eB5G6R5UnormPack16 && format->swapRedBlue)
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if (format == gpu::format::R5G6B5Unorm)
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// B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine
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// B5G6R5 isn't generally supported by the swapchain and the format is used for R5G6B5 with swapped R/B channels to avoid aliasing so we reverse that by using R5G6B5 as the underlying Vulkan format for the swapchain which should be automatically handled by the driver for any copies from B5G6R5 textures and the data representation should be the same as B5G6R5 with swapped R/B channels so not reporting the correct texture::Format should be fine
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vkFormat = vk::Format::eR5G6B5UnormPack16;
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vkFormat = vk::Format::eR5G6B5UnormPack16;
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@ -64,10 +64,21 @@ namespace skyline::gpu::format {
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FORMAT_NORM_INT_FLOAT(R16, 16, eR16);
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FORMAT_NORM_INT_FLOAT(R16, 16, eR16);
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FORMAT_NORM_INT_SRGB(R8G8, 16, eR8G8);
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FORMAT_NORM_INT_SRGB(R8G8, 16, eR8G8);
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FORMAT(B5G6R5Unorm, 16, eB5G6R5UnormPack16);
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FORMAT(B5G6R5Unorm, 16, eB5G6R5UnormPack16);
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FORMAT(R5G6B5Unorm, 16, eB5G6R5UnormPack16, .swapRedBlue = true); // Used by SurfaceFlinger
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FORMAT(R5G6B5Unorm, 16, eB5G6R5UnormPack16, .swizzleMapping = {
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FORMAT(R4G4B4A4Unorm, 16, eR4G4B4A4UnormPack16);
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.r = vk::ComponentSwizzle::eB,
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.b = vk::ComponentSwizzle::eR
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}); // Used by SurfaceFlinger
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FORMAT(R4G4B4A4Unorm, 16, eR4G4B4A4UnormPack16, .swizzleMapping = {
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.r = vk::ComponentSwizzle::eA,
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.g = vk::ComponentSwizzle::eB,
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.b = vk::ComponentSwizzle::eG,
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.a = vk::ComponentSwizzle::eR
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});
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FORMAT(B5G5R5A1Unorm, 16, eB5G5R5A1UnormPack16);
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FORMAT(B5G5R5A1Unorm, 16, eB5G5R5A1UnormPack16);
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FORMAT(A1B5G5R5Unorm, 16, eA1R5G5B5UnormPack16, .swapRedBlue = true);
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FORMAT(A1B5G5R5Unorm, 16, eA1R5G5B5UnormPack16, .swizzleMapping = {
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.r = vk::ComponentSwizzle::eB,
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.b = vk::ComponentSwizzle::eR
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});
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FORMAT_INT_FLOAT(R32, 32, eR32);
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FORMAT_INT_FLOAT(R32, 32, eR32);
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FORMAT_NORM_INT_FLOAT(R16G16, 32, eR16G16);
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FORMAT_NORM_INT_FLOAT(R16G16, 32, eR16G16);
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@ -132,18 +143,29 @@ namespace skyline::gpu::format {
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);
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);
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// Depth/Stencil Formats
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// Depth/Stencil Formats
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FORMAT(D16Unorm, 16, eD16Unorm, vka::eDepth);
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// All of these have a G->R swizzle
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FORMAT(D16Unorm, 16, eD16Unorm, vka::eDepth, .swizzleMapping = {
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.g = vk::ComponentSwizzle::eR
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});
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FORMAT(D32Float, 32, eD32Sfloat, vka::eDepth);
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FORMAT(D32Float, 32, eD32Sfloat, vka::eDepth, .swizzleMapping = {
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.g = vk::ComponentSwizzle::eR
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});
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FORMAT(D24UnormS8Uint, 32, eD24UnormS8Uint, .vkAspect = {
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FORMAT(D24UnormS8Uint, 32, eD24UnormS8Uint, .vkAspect = {
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vka::eStencil | vka::eDepth
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vka::eStencil | vka::eDepth
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}, .swizzleMapping = {
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.g = vk::ComponentSwizzle::eR
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});
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});
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FORMAT(D32FloatS8Uint, 32, eD32SfloatS8Uint, .vkAspect = {
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FORMAT(D32FloatS8Uint, 32, eD32SfloatS8Uint, .vkAspect = {
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vka::eStencil | vka::eDepth
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vka::eStencil | vka::eDepth
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}, .swizzleMapping = {
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.g = vk::ComponentSwizzle::eR
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});
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});
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FORMAT(S8UintD24Unorm, 32, eD24UnormS8Uint, .vkAspect = {
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FORMAT(S8UintD24Unorm, 32, eD24UnormS8Uint, .vkAspect = {
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vka::eStencil | vka::eDepth
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vka::eStencil | vka::eDepth
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}, .stencilFirst = true); // TODO: Swizzle Depth/Stencil
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}, .swizzleMapping = {
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.g = vk::ComponentSwizzle::eR
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});
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#undef FORMAT
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#undef FORMAT
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@ -68,7 +68,12 @@ namespace skyline::gpu {
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vk::ImageAspectFlags vkAspect{vk::ImageAspectFlagBits::eColor};
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vk::ImageAspectFlags vkAspect{vk::ImageAspectFlagBits::eColor};
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u16 blockHeight{1}; //!< The height of a block in pixels
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u16 blockHeight{1}; //!< The height of a block in pixels
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u16 blockWidth{1}; //!< The width of a block in pixels
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u16 blockWidth{1}; //!< The width of a block in pixels
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bool swapRedBlue{}; //!< Swap the red and blue channels, ignored on depth formats
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vk::ComponentMapping swizzleMapping{
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.r = vk::ComponentSwizzle::eR,
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.g = vk::ComponentSwizzle::eG,
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.b = vk::ComponentSwizzle::eB,
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.a = vk::ComponentSwizzle::eA
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};
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bool stencilFirst{}; //!< If the stencil channel is the first channel in the format
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bool stencilFirst{}; //!< If the stencil channel is the first channel in the format
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constexpr bool IsCompressed() const {
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constexpr bool IsCompressed() const {
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@ -115,10 +120,6 @@ namespace skyline::gpu {
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return bpb == other.bpb && blockHeight == other.blockHeight && blockWidth == other.blockWidth;
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return bpb == other.bpb && blockHeight == other.blockHeight && blockWidth == other.blockWidth;
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}
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}
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constexpr bool IsDepthOrStencil() const {
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return bool{vkAspect & (vk::ImageAspectFlagBits::eDepth | vk::ImageAspectFlagBits::eStencil)};
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}
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/**
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/**
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* @brief Determines the image aspect to use based off of the format and the first swizzle component
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* @brief Determines the image aspect to use based off of the format and the first swizzle component
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*/
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*/
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