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https://git.eden-emu.dev/eden-emu/eden
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[vk] remove unused vk_texture_manager.cpp and unused shader conversions (#3432)
- Trivial dead code removal, also these shaders are useless TODO: maybe in a future do YUV280 or whatever in shader for vic :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
@@ -1,4 +1,4 @@
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# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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# SPDX-License-Identifier: GPL-3.0-or-later
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set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
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@@ -19,7 +19,6 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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block_linear_unswizzle_3d_bcn.comp
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convert_abgr8_srgb_to_d24s8.frag
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convert_abgr8_to_d24s8.frag
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convert_abgr8_to_d32f.frag
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convert_d32f_to_abgr8.frag
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@@ -77,14 +76,6 @@ set(SHADER_FILES
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vulkan_quad_indexed.comp
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vulkan_turbo_mode.comp
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vulkan_uint8.comp
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convert_rgba8_to_bgra8.frag
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convert_yuv420_to_rgb.comp
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convert_rgb_to_yuv420.comp
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convert_bc7_to_rgba8.comp
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convert_astc_hdr_to_rgba16f.comp
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convert_rgba16f_to_rgba8.frag
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dither_temporal.frag
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dynamic_resolution_scale.comp
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)
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if (PLATFORM_HAIKU)
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@@ -1,46 +0,0 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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// Even more accurate sRGB to linear conversion
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// https://entropymine.com/imageworsener/srgbformula/
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float srgbToLinear(float srgb) {
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if (srgb <= 0.0404482362771082f) { //assumes it's >= 0
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return srgb / 12.92;
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} else {
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return pow((srgb + 0.055) / 1.055, 2.4);
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}
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}
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 srgbColor = texelFetch(color_texture, coord, 0);
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// Convert sRGB to linear space with proper gamma correction
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vec3 linearColor = vec3(
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srgbToLinear(srgbColor.r),
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srgbToLinear(srgbColor.g),
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srgbToLinear(srgbColor.b)
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);
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// Use standard luminance coefficients
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float luminance = dot(linearColor, vec3(0.2126, 0.7152, 0.0722));
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// Ensure proper depth range
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luminance = clamp(luminance, 0.0, 1.0);
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// Convert to 24-bit depth value
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uint depth_val = uint(luminance * float(0xFFFFFF));
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// Extract 8-bit stencil from alpha
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uint stencil_val = uint(srgbColor.a * 255.0);
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// Pack values efficiently
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uint depth_stencil = (stencil_val << 24) | (depth_val & 0x00FFFFFF);
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gl_FragDepth = float(depth_val) / float(0xFFFFFF);
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gl_FragStencilRefARB = int(stencil_val);
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}
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@@ -1,28 +0,0 @@
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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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@@ -1,29 +0,0 @@
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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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@@ -1,29 +0,0 @@
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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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@@ -1,31 +0,0 @@
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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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@@ -1,11 +0,0 @@
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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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@@ -1,30 +0,0 @@
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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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@@ -1,29 +0,0 @@
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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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@@ -1,68 +0,0 @@
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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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@@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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@@ -31,15 +31,6 @@
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#include "video_core/surface.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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#include "video_core/host_shaders/convert_abgr8_srgb_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_rgba8_to_bgra8_frag_spv.h"
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#include "video_core/host_shaders/convert_yuv420_to_rgb_comp_spv.h"
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#include "video_core/host_shaders/convert_rgb_to_yuv420_comp_spv.h"
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#include "video_core/host_shaders/convert_bc7_to_rgba8_comp_spv.h"
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#include "video_core/host_shaders/convert_astc_hdr_to_rgba16f_comp_spv.h"
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#include "video_core/host_shaders/convert_rgba16f_to_rgba8_frag_spv.h"
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#include "video_core/host_shaders/dither_temporal_frag_spv.h"
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#include "video_core/host_shaders/dynamic_resolution_scale_comp_spv.h"
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namespace Vulkan {
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@@ -540,17 +531,6 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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convert_abgr8_srgb_to_d24s8_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, CONVERT_ABGR8_SRGB_TO_D24S8_FRAG_SPV)
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: vk::ShaderModule{}),
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convert_rgba_to_bgra_frag(BuildShader(device, CONVERT_RGBA8_TO_BGRA8_FRAG_SPV)),
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convert_yuv420_to_rgb_comp(BuildShader(device, CONVERT_YUV420_TO_RGB_COMP_SPV)),
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convert_rgb_to_yuv420_comp(BuildShader(device, CONVERT_RGB_TO_YUV420_COMP_SPV)),
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convert_bc7_to_rgba8_comp(BuildShader(device, CONVERT_BC7_TO_RGBA8_COMP_SPV)),
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convert_astc_hdr_to_rgba16f_comp(BuildShader(device, CONVERT_ASTC_HDR_TO_RGBA16F_COMP_SPV)),
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convert_rgba16f_to_rgba8_frag(BuildShader(device, CONVERT_RGBA16F_TO_RGBA8_FRAG_SPV)),
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dither_temporal_frag(BuildShader(device, DITHER_TEMPORAL_FRAG_SPV)),
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dynamic_resolution_scale_comp(BuildShader(device, DYNAMIC_RESOLUTION_SCALE_COMP_SPV)),
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linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
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nearest_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_NEAREST>)) {}
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@@ -711,19 +691,6 @@ void BlitImageHelper::ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer,
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ConvertDepthStencil(*convert_s8d24_to_abgr8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ConvertABGR8SRGBToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view) {
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if (!device.IsExtShaderStencilExportSupported()) {
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// Shader requires VK_EXT_shader_stencil_export which is not available
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LOG_WARNING(Render_Vulkan, "ConvertABGR8SRGBToD24S8 requires shader_stencil_export, skipping");
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return;
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}
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ConvertPipelineDepthTargetEx(convert_abgr8_srgb_to_d24s8_pipeline,
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dst_framebuffer->RenderPass(),
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convert_abgr8_srgb_to_d24s8_frag);
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Convert(*convert_abgr8_srgb_to_d24s8_pipeline, dst_framebuffer, src_image_view);
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}
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void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
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const std::array<f32, 4>& clear_color,
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const Region2D& dst_region) {
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@@ -1192,68 +1159,4 @@ void BlitImageHelper::ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass rende
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});
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}
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void BlitImageHelper::ConvertRGBAtoGBRA(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_rgba_to_bgra_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_rgba_to_bgra_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertYUV420toRGB(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_yuv420_to_rgb_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_yuv420_to_rgb_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertRGBtoYUV420(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_rgb_to_yuv420_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_rgb_to_yuv420_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertBC7toRGBA8(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_bc7_to_rgba8_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_bc7_to_rgba8_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertASTCHDRtoRGBA16F(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_astc_hdr_to_rgba16f_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_astc_hdr_to_rgba16f_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ConvertRGBA16FtoRGBA8(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(convert_rgba16f_to_rgba8_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*convert_rgba16f_to_rgba8_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ApplyDitherTemporal(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(dither_temporal_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*dither_temporal_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
void BlitImageHelper::ApplyDynamicResolutionScale(const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view) {
|
||||
ConvertPipeline(dynamic_resolution_scale_pipeline,
|
||||
dst_framebuffer->RenderPass(),
|
||||
false);
|
||||
Convert(*dynamic_resolution_scale_pipeline, dst_framebuffer, src_image_view);
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
||||
@@ -70,8 +70,6 @@ public:
|
||||
|
||||
void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
|
||||
void ConvertABGR8SRGBToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
|
||||
void ConvertABGR8ToD32F(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
|
||||
void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
|
||||
@@ -86,16 +84,6 @@ public:
|
||||
void ClearDepthStencil(const Framebuffer* dst_framebuffer, bool depth_clear, f32 clear_depth,
|
||||
u8 stencil_mask, u32 stencil_ref, u32 stencil_compare_mask,
|
||||
const Region2D& dst_region);
|
||||
|
||||
void ConvertRGBAtoGBRA(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ConvertYUV420toRGB(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ConvertRGBtoYUV420(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ConvertBC7toRGBA8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ConvertASTCHDRtoRGBA16F(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ConvertRGBA16FtoRGBA8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ApplyDitherTemporal(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
void ApplyDynamicResolutionScale(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
|
||||
|
||||
private:
|
||||
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
|
||||
const ImageView& src_image_view);
|
||||
@@ -150,15 +138,6 @@ private:
|
||||
vk::ShaderModule convert_d32f_to_abgr8_frag;
|
||||
vk::ShaderModule convert_d24s8_to_abgr8_frag;
|
||||
vk::ShaderModule convert_s8d24_to_abgr8_frag;
|
||||
vk::ShaderModule convert_abgr8_srgb_to_d24s8_frag;
|
||||
vk::ShaderModule convert_rgba_to_bgra_frag;
|
||||
vk::ShaderModule convert_yuv420_to_rgb_comp;
|
||||
vk::ShaderModule convert_rgb_to_yuv420_comp;
|
||||
vk::ShaderModule convert_bc7_to_rgba8_comp;
|
||||
vk::ShaderModule convert_astc_hdr_to_rgba16f_comp;
|
||||
vk::ShaderModule convert_rgba16f_to_rgba8_frag;
|
||||
vk::ShaderModule dither_temporal_frag;
|
||||
vk::ShaderModule dynamic_resolution_scale_comp;
|
||||
vk::Sampler linear_sampler;
|
||||
vk::Sampler nearest_sampler;
|
||||
|
||||
@@ -179,15 +158,6 @@ private:
|
||||
vk::Pipeline convert_d32f_to_abgr8_pipeline;
|
||||
vk::Pipeline convert_d24s8_to_abgr8_pipeline;
|
||||
vk::Pipeline convert_s8d24_to_abgr8_pipeline;
|
||||
vk::Pipeline convert_abgr8_srgb_to_d24s8_pipeline;
|
||||
vk::Pipeline convert_rgba_to_bgra_pipeline;
|
||||
vk::Pipeline convert_yuv420_to_rgb_pipeline;
|
||||
vk::Pipeline convert_rgb_to_yuv420_pipeline;
|
||||
vk::Pipeline convert_bc7_to_rgba8_pipeline;
|
||||
vk::Pipeline convert_astc_hdr_to_rgba16f_pipeline;
|
||||
vk::Pipeline convert_rgba16f_to_rgba8_pipeline;
|
||||
vk::Pipeline dither_temporal_pipeline;
|
||||
vk::Pipeline dynamic_resolution_scale_pipeline;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
||||
|
||||
@@ -1254,25 +1254,13 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
|
||||
|
||||
switch (dst_view.format) {
|
||||
case PixelFormat::D24_UNORM_S8_UINT:
|
||||
// Handle sRGB source formats
|
||||
if (src_view.format == PixelFormat::A8B8G8R8_SRGB ||
|
||||
src_view.format == PixelFormat::B8G8R8A8_SRGB) {
|
||||
// Verify format support before conversion
|
||||
if (device.IsFormatSupported(VK_FORMAT_D24_UNORM_S8_UINT,
|
||||
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
FormatType::Optimal)) {
|
||||
return blit_image_helper.ConvertABGR8SRGBToD24S8(dst, src_view);
|
||||
} else {
|
||||
// Fallback to regular ABGR8 conversion if sRGB not supported
|
||||
return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view);
|
||||
}
|
||||
}
|
||||
if (src_view.format == PixelFormat::A8B8G8R8_UNORM ||
|
||||
src_view.format == PixelFormat::B8G8R8A8_UNORM) {
|
||||
if (src_view.format == PixelFormat::A8B8G8R8_UNORM
|
||||
|| src_view.format == PixelFormat::B8G8R8A8_UNORM
|
||||
|| src_view.format == PixelFormat::A8B8G8R8_SRGB
|
||||
|| src_view.format == PixelFormat::B8G8R8A8_SRGB) {
|
||||
return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view);
|
||||
}
|
||||
break;
|
||||
|
||||
case PixelFormat::A8B8G8R8_UNORM:
|
||||
case PixelFormat::A8B8G8R8_SNORM:
|
||||
case PixelFormat::A8B8G8R8_SINT:
|
||||
|
||||
@@ -1,144 +0,0 @@
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
#include "common/assert.h"
|
||||
#include "common/logging/log.h"
|
||||
#include "video_core/renderer_vulkan/vk_texture_manager.h"
|
||||
#include "video_core/vulkan_common/vulkan_device.h"
|
||||
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
|
||||
#include "video_core/vulkan_common/vulkan_wrapper.h"
|
||||
|
||||
namespace Vulkan {
|
||||
|
||||
TextureManager::TextureManager(const Device& device_, MemoryAllocator& memory_allocator_)
|
||||
: device(device_), memory_allocator(memory_allocator_) {
|
||||
|
||||
// Create a default texture for fallback in case of errors
|
||||
default_texture = CreateDefaultTexture();
|
||||
}
|
||||
|
||||
TextureManager::~TextureManager() {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
// Clear all cached textures
|
||||
texture_cache.clear();
|
||||
|
||||
// Default texture will be cleaned up automatically by vk::Image's destructor
|
||||
}
|
||||
|
||||
VkImage TextureManager::GetTexture(const std::string& texture_path) {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
|
||||
// Check if the texture is already in the cache
|
||||
auto it = texture_cache.find(texture_path);
|
||||
if (it != texture_cache.end()) {
|
||||
return *it->second;
|
||||
}
|
||||
|
||||
// Load the texture and add it to the cache
|
||||
vk::Image new_texture = LoadTexture(texture_path);
|
||||
if (new_texture) {
|
||||
VkImage raw_handle = *new_texture;
|
||||
texture_cache.emplace(texture_path, std::move(new_texture));
|
||||
return raw_handle;
|
||||
}
|
||||
|
||||
// If loading fails, return the default texture if it exists
|
||||
LOG_WARNING(Render_Vulkan, "Failed to load texture: {}, using default", texture_path);
|
||||
if (default_texture.has_value()) {
|
||||
return *(*default_texture);
|
||||
}
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void TextureManager::ReloadTexture(const std::string& texture_path) {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
|
||||
// Remove the texture from cache if it exists
|
||||
auto it = texture_cache.find(texture_path);
|
||||
if (it != texture_cache.end()) {
|
||||
LOG_INFO(Render_Vulkan, "Reloading texture: {}", texture_path);
|
||||
texture_cache.erase(it);
|
||||
}
|
||||
|
||||
// The texture will be reloaded on next GetTexture call
|
||||
}
|
||||
|
||||
bool TextureManager::IsTextureLoadedCorrectly(VkImage texture) {
|
||||
// Check if the texture handle is valid
|
||||
static const VkImage null_handle = VK_NULL_HANDLE;
|
||||
return texture != null_handle;
|
||||
}
|
||||
|
||||
void TextureManager::CleanupTextureCache() {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
|
||||
// TODO: track usage and remove unused textures [ZEP]
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Handling texture cache cleanup, current size: {}", texture_cache.size());
|
||||
}
|
||||
|
||||
void TextureManager::HandleTextureRendering(const std::string& texture_path,
|
||||
std::function<void(VkImage)> render_callback) {
|
||||
VkImage texture = GetTexture(texture_path);
|
||||
|
||||
if (!IsTextureLoadedCorrectly(texture)) {
|
||||
LOG_ERROR(Render_Vulkan, "Texture failed to load correctly: {}, attempting reload", texture_path);
|
||||
ReloadTexture(texture_path);
|
||||
texture = GetTexture(texture_path);
|
||||
}
|
||||
|
||||
// Execute the rendering callback with the texture
|
||||
render_callback(texture);
|
||||
}
|
||||
|
||||
vk::Image TextureManager::LoadTexture(const std::string& texture_path) {
|
||||
// TODO: load image data from disk
|
||||
// and create a proper Vulkan texture [ZEP]
|
||||
|
||||
if (!std::filesystem::exists(texture_path)) {
|
||||
LOG_ERROR(Render_Vulkan, "Texture file not found: {}", texture_path);
|
||||
return {};
|
||||
}
|
||||
|
||||
try {
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Loaded texture: {}", texture_path);
|
||||
|
||||
// TODO: create an actual VkImage [ZEP]
|
||||
return CreateDefaultTexture();
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(Render_Vulkan, "Error loading texture {}: {}", texture_path, e.what());
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
vk::Image TextureManager::CreateDefaultTexture() {
|
||||
// Create a small default texture (1x1 pixel) to use as a fallback
|
||||
// const VkExtent2D extent{1, 1};
|
||||
|
||||
/* // Create image
|
||||
const VkImageCreateInfo image_ci{
|
||||
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.imageType = VK_IMAGE_TYPE_2D,
|
||||
.format = texture_format,
|
||||
.extent = {extent.width, extent.height, 1},
|
||||
.mipLevels = 1,
|
||||
.arrayLayers = 1,
|
||||
.samples = VK_SAMPLE_COUNT_1_BIT,
|
||||
.tiling = VK_IMAGE_TILING_OPTIMAL,
|
||||
.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
|
||||
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
|
||||
.queueFamilyIndexCount = 0,
|
||||
.pQueueFamilyIndices = nullptr,
|
||||
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
}; */
|
||||
|
||||
// TODO: create an actual VkImage [ZEP]
|
||||
LOG_INFO(Render_Vulkan, "Created default fallback texture");
|
||||
return {};
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
Reference in New Issue
Block a user