Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures * PR feedback * Fix some typos
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6 changed files with 357 additions and 32 deletions
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@ -671,6 +671,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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data);
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}
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// Handle compressed cases not supported by the host:
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// - ASTC is usually not supported on desktop cards.
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// - BC4/BC5 is not supported on 3D textures.
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if (!_context.Capabilities.SupportsAstcCompression && Info.FormatInfo.Format.IsAstc())
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{
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if (!AstcDecoder.TryDecodeToRgba8(
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@ -691,6 +694,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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data = decoded;
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}
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else if (Info.Target == Target.Texture3D && Info.FormatInfo.Format.IsBc4())
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{
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data = BCnDecoder.DecodeBC4(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc4Snorm);
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}
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else if (Info.Target == Target.Texture3D && Info.FormatInfo.Format.IsBc5())
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{
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data = BCnDecoder.DecodeBC5(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc5Snorm);
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}
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return data;
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}
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@ -707,8 +718,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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public void Flush(bool tracked = true)
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{
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IsModified = false;
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if (Info.FormatInfo.Format.IsAstc())
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if (TextureCompatibility.IsFormatHostIncompatible(Info, _context.Capabilities))
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{
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return; // Flushing this format is not supported, as it may have been converted to another host format.
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}
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@ -739,10 +749,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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_context.Renderer.BackgroundContextAction(() =>
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{
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IsModified = false;
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if (Info.FormatInfo.Format.IsAstc())
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if (TextureCompatibility.IsFormatHostIncompatible(Info, _context.Capabilities))
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{
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// ASTC textures are not in their original format, so cannot be flushed.
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return;
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return; // Flushing this format is not supported, as it may have been converted to another host format.
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}
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ITexture texture = HostTexture;
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@ -26,6 +26,68 @@ namespace Ryujinx.Graphics.Gpu.Image
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Bc7
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}
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/// <summary>
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/// Checks if a format is host incompatible.
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/// </summary>
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/// <remarks>
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/// Host incompatible formats can't be used directly, the texture data needs to be converted
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/// to a compatible format first.
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/// </remarks>
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/// <param name="info">Texture information</param>
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/// <param name="caps">Host GPU capabilities</param>
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/// <returns>True if the format is incompatible, false otherwise</returns>
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public static bool IsFormatHostIncompatible(TextureInfo info, Capabilities caps)
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{
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Format originalFormat = info.FormatInfo.Format;
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return ToHostCompatibleFormat(info, caps).Format != originalFormat;
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}
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/// <summary>
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/// Converts a incompatible format to a host compatible format, or return the format directly
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/// if it is already host compatible.
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/// </summary>
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/// <remarks>
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/// This can be used to convert a incompatible compressed format to the decompressor
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/// output format.
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/// </remarks>
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/// <param name="info">Texture information</param>
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/// <param name="caps">Host GPU capabilities</param>
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/// <returns>A host compatible format</returns>
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public static FormatInfo ToHostCompatibleFormat(TextureInfo info, Capabilities caps)
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{
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if (!caps.SupportsAstcCompression)
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{
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if (info.FormatInfo.Format.IsAstcUnorm())
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{
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return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
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}
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else if (info.FormatInfo.Format.IsAstcSrgb())
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{
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return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
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}
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}
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if (info.Target == Target.Texture3D)
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{
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// The host API does not support 3D BC4/BC5 compressed formats.
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// We assume software decompression will be done for those textures,
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// and so we adjust the format here to match the decompressor output.
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switch (info.FormatInfo.Format)
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{
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case Format.Bc4Unorm:
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return new FormatInfo(Format.R8Unorm, 1, 1, 1, 1);
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case Format.Bc4Snorm:
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return new FormatInfo(Format.R8Snorm, 1, 1, 1, 1);
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case Format.Bc5Unorm:
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return new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2);
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case Format.Bc5Snorm:
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return new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2);
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}
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}
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return info.FormatInfo;
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}
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/// <summary>
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/// Finds the appropriate depth format for a copy texture if the source texture has a depth format.
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/// </summary>
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@ -1058,19 +1058,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture creation information</returns>
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
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{
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FormatInfo formatInfo = info.FormatInfo;
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if (!caps.SupportsAstcCompression)
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{
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if (formatInfo.Format.IsAstcUnorm())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
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}
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else if (formatInfo.Format.IsAstcSrgb())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
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}
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}
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FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
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if (info.Target == Target.TextureBuffer)
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{
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@ -1079,12 +1067,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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// The shader will need the appropriate conversion code to compensate.
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switch (formatInfo.Format)
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{
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case Format.R8Snorm: formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1); break;
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case Format.R16Snorm: formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1); break;
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case Format.R8G8Snorm: formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2); break;
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case Format.R16G16Snorm: formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2); break;
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case Format.R8G8B8A8Snorm: formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4); break;
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case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4); break;
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case Format.R8Snorm:
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formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
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break;
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case Format.R16Snorm:
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formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
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break;
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case Format.R8G8Snorm:
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formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
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break;
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case Format.R16G16Snorm:
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formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
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break;
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case Format.R8G8B8A8Snorm:
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formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
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break;
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case Format.R16G16B16A16Snorm:
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formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
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break;
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}
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}
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