Vulkan: Fix bug with palette converted EFB copies

This happened when the source texture was an EFB copy, therefore it had
not been populated prior to the draw command buffer being executed, and
the conversion was occurring in the init command list.
This commit is contained in:
Stenzek 2016-10-04 22:25:35 +10:00
parent ea33405feb
commit db09c05eec
3 changed files with 33 additions and 14 deletions

View File

@ -62,7 +62,9 @@ bool PaletteTextureConverter::Initialize()
return true;
}
void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
VkCommandBuffer command_buffer,
VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture,
u32 width, u32 height, void* palette,
TlutFormat format)
@ -113,14 +115,14 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
&m_palette_buffer_view};
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), 1, &texel_set_write, 0, nullptr);
Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
m_palette_stream_buffer->GetBuffer(), VK_ACCESS_HOST_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT, palette_offset, palette_size,
VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
Util::BufferMemoryBarrier(command_buffer, m_palette_stream_buffer->GetBuffer(),
VK_ACCESS_HOST_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, palette_offset,
palette_size, VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// Set up draw
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), m_pipeline_layout,
render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
UtilityShaderDraw draw(command_buffer, m_pipeline_layout, render_pass,
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_shaders[format]);
VkRect2D region = {{0, 0}, {width, height}};
@ -138,8 +140,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
// We have to bind the texel buffer descriptor set separately.
vkCmdBindDescriptorSets(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
&texel_buffer_descriptor_set, 0, nullptr);
// Draw

View File

@ -26,9 +26,10 @@ public:
bool Initialize();
void ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
void* palette, TlutFormat format);
void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
Texture2D* src_texture, u32 width, u32 height, void* palette,
TlutFormat format);
private:
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;

View File

@ -92,9 +92,26 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
_assert_(entry->config.rendertarget);
// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
// contain the correct data before the frame begins (when the init command buffer is executed),
// so we must convert them at the appropriate time, during the drawing command buffer.
VkCommandBuffer command_buffer;
if (unconverted->IsEfbCopy())
{
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
m_state_tracker->EndRenderPass();
m_state_tracker->SetPendingRebind();
}
else
{
// Use initialization command buffer and perform conversion before the drawing commands.
command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
}
m_palette_texture_converter->ConvertTexture(
m_state_tracker, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(),
unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format);
m_state_tracker, command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()),
entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height,
palette, format);
// Render pass transitions to SHADER_READ_ONLY.
entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);