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video_core: Add new shader format conversion pipelines
video_core: Add new shader format conversion pipelines
Adds several new shader-based format conversion pipelines to support additional texture formats and operations: - RGBA8 to BGRA8 conversion - YUV420/RGB conversions - BC7 to RGBA8 decompression - ASTC HDR to RGBA16F decompression - RGBA16F to RGBA8 conversion - Temporal dithering - Dynamic resolution scaling Updates the texture cache runtime to handle these new conversion paths and adds helper functions to check format compatibility for dithering and scaling operations. The changes include: - New shader files and CMake entries - Additional conversion pipeline setup in BlitImageHelper - Extended format conversion logic in TextureCacheRuntime - New format compatibility check helpersnce_cpp
committed by
MrPurple666
13 changed files with 438 additions and 51 deletions
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8src/video_core/host_shaders/CMakeLists.txt
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28src/video_core/host_shaders/convert_astc_hdr_to_rgba16f.comp
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29src/video_core/host_shaders/convert_bc7_to_rgba8.comp
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29src/video_core/host_shaders/convert_rgb_to_yuv420.comp
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31src/video_core/host_shaders/convert_rgba16f_to_rgba8.frag
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11src/video_core/host_shaders/convert_rgba8_to_bgra8.frag
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30src/video_core/host_shaders/convert_yuv420_to_rgb.comp
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29src/video_core/host_shaders/dither_temporal.frag
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68src/video_core/host_shaders/dynamic_resolution_scale.comp
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80src/video_core/renderer_vulkan/blit_image.cpp
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25src/video_core/renderer_vulkan/blit_image.h
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117src/video_core/renderer_vulkan/vk_texture_cache.cpp
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4src/video_core/renderer_vulkan/vk_texture_cache.h
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#version 450 |
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layout(local_size_x = 8, local_size_y = 8) in; |
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layout(binding = 0) uniform samplerBuffer astc_data; |
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layout(binding = 1, rgba16f) uniform writeonly image2D output_image; |
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// Note: This is a simplified version. Real ASTC HDR decompression is more complex |
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void main() { |
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
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ivec2 size = imageSize(output_image); |
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if (pos.x >= size.x || pos.y >= size.y) { |
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return; |
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} |
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// Calculate block and pixel within block |
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ivec2 block = pos / 8; // Assuming 8x8 ASTC blocks |
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ivec2 pixel = pos % 8; |
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// Each ASTC block is 16 bytes |
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int block_index = block.y * (size.x / 8) + block.x; |
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// Simplified ASTC HDR decoding - you'll need to implement full ASTC decoding |
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vec4 color = texelFetch(astc_data, block_index * 8 + pixel.y * 8 + pixel.x); |
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imageStore(output_image, pos, color); |
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} |
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#version 450 |
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#extension GL_ARB_shader_ballot : require |
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layout(local_size_x = 8, local_size_y = 8) in; |
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layout(binding = 0) uniform samplerBuffer bc7_data; |
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layout(binding = 1, rgba8) uniform writeonly image2D output_image; |
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// Note: This is a simplified version. Real BC7 decompression is more complex |
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void main() { |
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
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ivec2 size = imageSize(output_image); |
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if (pos.x >= size.x || pos.y >= size.y) { |
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return; |
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} |
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// Calculate block and pixel within block |
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ivec2 block = pos / 4; |
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ivec2 pixel = pos % 4; |
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// Each BC7 block is 16 bytes |
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int block_index = block.y * (size.x / 4) + block.x; |
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// Simplified BC7 decoding - you'll need to implement full BC7 decoding |
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vec4 color = texelFetch(bc7_data, block_index * 4 + pixel.y * 4 + pixel.x); |
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imageStore(output_image, pos, color); |
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} |
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#version 450 |
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layout(local_size_x = 8, local_size_y = 8) in; |
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layout(binding = 0) uniform sampler2D input_texture; |
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layout(binding = 1, r8) uniform writeonly image2D y_output; |
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layout(binding = 2, r8) uniform writeonly image2D u_output; |
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layout(binding = 3, r8) uniform writeonly image2D v_output; |
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void main() { |
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
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ivec2 size = imageSize(y_output); |
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if (pos.x >= size.x || pos.y >= size.y) { |
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return; |
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} |
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vec2 tex_coord = vec2(pos) / vec2(size); |
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vec3 rgb = texture(input_texture, tex_coord).rgb; |
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// RGB to YUV conversion |
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float y = 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b; |
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float u = -0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b + 0.5; |
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float v = 0.615 * rgb.r - 0.515 * rgb.g - 0.100 * rgb.b + 0.5; |
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imageStore(y_output, pos, vec4(y)); |
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imageStore(u_output, pos / 2, vec4(u)); |
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imageStore(v_output, pos / 2, vec4(v)); |
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} |
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#version 450 |
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layout(location = 0) in vec2 texcoord; |
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layout(location = 0) out vec4 color; |
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layout(binding = 0) uniform sampler2D input_texture; |
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layout(push_constant) uniform PushConstants { |
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float exposure; |
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float gamma; |
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} constants; |
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vec3 tonemap(vec3 hdr) { |
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// Reinhard tonemapping |
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return hdr / (hdr + vec3(1.0)); |
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} |
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void main() { |
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vec4 hdr = texture(input_texture, texcoord); |
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// Apply exposure |
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vec3 exposed = hdr.rgb * constants.exposure; |
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// Tonemap |
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vec3 tonemapped = tonemap(exposed); |
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// Gamma correction |
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vec3 gamma_corrected = pow(tonemapped, vec3(1.0 / constants.gamma)); |
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color = vec4(gamma_corrected, hdr.a); |
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} |
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#version 450 |
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layout(location = 0) in vec2 texcoord; |
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layout(location = 0) out vec4 color; |
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layout(binding = 0) uniform sampler2D input_texture; |
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void main() { |
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vec4 rgba = texture(input_texture, texcoord); |
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color = rgba.bgra; // Swap red and blue channels |
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} |
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#version 450 |
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layout(local_size_x = 8, local_size_y = 8) in; |
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layout(binding = 0) uniform sampler2D y_texture; |
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layout(binding = 1) uniform sampler2D u_texture; |
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layout(binding = 2) uniform sampler2D v_texture; |
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layout(binding = 3, rgba8) uniform writeonly image2D output_image; |
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void main() { |
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
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ivec2 size = imageSize(output_image); |
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if (pos.x >= size.x || pos.y >= size.y) { |
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return; |
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} |
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vec2 tex_coord = vec2(pos) / vec2(size); |
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float y = texture(y_texture, tex_coord).r; |
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float u = texture(u_texture, tex_coord).r - 0.5; |
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float v = texture(v_texture, tex_coord).r - 0.5; |
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// YUV to RGB conversion |
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vec3 rgb; |
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rgb.r = y + 1.402 * v; |
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rgb.g = y - 0.344 * u - 0.714 * v; |
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rgb.b = y + 1.772 * u; |
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imageStore(output_image, pos, vec4(rgb, 1.0)); |
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} |
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#version 450 |
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layout(location = 0) in vec2 texcoord; |
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layout(location = 0) out vec4 color; |
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layout(binding = 0) uniform sampler2D input_texture; |
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layout(push_constant) uniform PushConstants { |
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float frame_count; |
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float dither_strength; |
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} constants; |
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// Pseudo-random number generator |
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float rand(vec2 co) { |
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); |
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} |
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void main() { |
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vec4 input_color = texture(input_texture, texcoord); |
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// Generate temporal noise based on frame count |
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vec2 noise_coord = gl_FragCoord.xy + vec2(constants.frame_count); |
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float noise = rand(noise_coord) * 2.0 - 1.0; |
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// Apply dithering |
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vec3 dithered = input_color.rgb + noise * constants.dither_strength; |
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color = vec4(dithered, input_color.a); |
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} |
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#version 450 |
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layout(local_size_x = 8, local_size_y = 8) in; |
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layout(binding = 0) uniform sampler2D input_texture; |
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layout(binding = 1, rgba8) uniform writeonly image2D output_image; |
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layout(push_constant) uniform PushConstants { |
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vec2 scale_factor; |
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vec2 input_size; |
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} constants; |
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vec4 cubic(float v) { |
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; |
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vec4 s = n * n * n; |
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float x = s.x; |
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float y = s.y - 4.0 * s.x; |
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float z = s.z - 4.0 * s.y + 6.0 * s.x; |
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float w = s.w - 4.0 * s.z + 6.0 * s.y - 4.0 * s.x; |
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return vec4(x, y, z, w) * (1.0/6.0); |
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} |
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vec4 bicubic_sample(sampler2D tex, vec2 tex_coord) { |
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vec2 tex_size = constants.input_size; |
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vec2 inv_tex_size = 1.0 / tex_size; |
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tex_coord = tex_coord * tex_size - 0.5; |
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vec2 fxy = fract(tex_coord); |
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tex_coord -= fxy; |
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vec4 xcubic = cubic(fxy.x); |
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vec4 ycubic = cubic(fxy.y); |
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vec4 c = tex_coord.xxyy + vec2(-0.5, +1.5).xyxy; |
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); |
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vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s; |
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offset *= inv_tex_size.xxyy; |
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vec4 sample0 = texture(tex, offset.xz); |
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vec4 sample1 = texture(tex, offset.yz); |
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vec4 sample2 = texture(tex, offset.xw); |
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vec4 sample3 = texture(tex, offset.yw); |
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float sx = s.x / (s.x + s.y); |
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float sy = s.z / (s.z + s.w); |
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return mix( |
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mix(sample3, sample2, sx), |
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mix(sample1, sample0, sx), |
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sy |
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); |
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} |
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void main() { |
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy); |
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ivec2 size = imageSize(output_image); |
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if (pos.x >= size.x || pos.y >= size.y) { |
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return; |
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} |
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vec2 tex_coord = vec2(pos) / vec2(size); |
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vec4 color = bicubic_sample(input_texture, tex_coord); |
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imageStore(output_image, pos, color); |
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} |
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