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https://github.com/Ryujinx/Ryujinx.git
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GPU: Add fallback when 16-bit formats are not supported (#4108)
* Add conversion for 16 bit RGBA formats (not supported in Rosetta) * Rebase fix Rebase fix * Forgot to remove this * Fix RGBA16 format conversion * Add RGBA4 -> RGBA8 conversion * Handle host stride alignment * Address Feedback Part 1 * Can't count * Don't zero out rgb when alpha is 0 * Separate RGBA4 and 5-bit component formats Not sure of a better way to name them... * Add A1B5G5R5 conversion * Put this in the right place. * Make format naming consistent for capabilities * Change method names
This commit is contained in:
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@ -18,7 +18,9 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool Supports3DTextureCompression;
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public readonly bool Supports3DTextureCompression;
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public readonly bool SupportsBgraFormat;
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public readonly bool SupportsBgraFormat;
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public readonly bool SupportsR4G4Format;
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public readonly bool SupportsR4G4Format;
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public readonly bool SupportsR4G4B4A4Format;
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public readonly bool SupportsSnormBufferTextureFormat;
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public readonly bool SupportsSnormBufferTextureFormat;
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public readonly bool Supports5BitComponentFormat;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsFragmentShaderOrderingIntel;
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public readonly bool SupportsFragmentShaderOrderingIntel;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsGeometryShaderPassthrough;
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@ -55,7 +57,9 @@ namespace Ryujinx.Graphics.GAL
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bool supports3DTextureCompression,
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bool supports3DTextureCompression,
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bool supportsBgraFormat,
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bool supportsBgraFormat,
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bool supportsR4G4Format,
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bool supportsR4G4Format,
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bool supportsR4G4B4A4Format,
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bool supportsSnormBufferTextureFormat,
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bool supportsSnormBufferTextureFormat,
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bool supports5BitComponentFormat,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsGeometryShaderPassthrough,
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bool supportsGeometryShaderPassthrough,
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@ -89,7 +93,9 @@ namespace Ryujinx.Graphics.GAL
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Supports3DTextureCompression = supports3DTextureCompression;
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Supports3DTextureCompression = supports3DTextureCompression;
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SupportsBgraFormat = supportsBgraFormat;
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SupportsBgraFormat = supportsBgraFormat;
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SupportsR4G4Format = supportsR4G4Format;
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SupportsR4G4Format = supportsR4G4Format;
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SupportsR4G4B4A4Format = supportsR4G4B4A4Format;
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SupportsSnormBufferTextureFormat = supportsSnormBufferTextureFormat;
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SupportsSnormBufferTextureFormat = supportsSnormBufferTextureFormat;
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Supports5BitComponentFormat = supports5BitComponentFormat;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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@ -448,6 +448,27 @@ namespace Ryujinx.Graphics.GAL
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return false;
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return false;
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}
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}
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/// <summary>
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/// Checks if the texture format is 16 bit packed.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the texture format is 16 bit packed, false otherwise</returns>
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public static bool Is16BitPacked(this Format format)
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{
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switch (format)
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{
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case Format.B5G6R5Unorm:
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case Format.B5G5R5A1Unorm:
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case Format.R5G5B5X1Unorm:
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case Format.R5G5B5A1Unorm:
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case Format.R5G6B5Unorm:
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case Format.R4G4B4A4Unorm:
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return true;
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}
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return false;
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}
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/// <summary>
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/// <summary>
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/// Checks if the texture format is an ASTC format.
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/// Checks if the texture format is an ASTC format.
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/// </summary>
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/// </summary>
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@ -911,7 +911,40 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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else if (!_context.Capabilities.SupportsR4G4Format && Format == Format.R4G4Unorm)
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else if (!_context.Capabilities.SupportsR4G4Format && Format == Format.R4G4Unorm)
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{
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{
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result = PixelConverter.ConvertR4G4ToR4G4B4A4(result);
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result = PixelConverter.ConvertR4G4ToR4G4B4A4(result, width);
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if (!_context.Capabilities.SupportsR4G4B4A4Format)
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{
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result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
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}
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}
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else if (Format == Format.R4G4B4A4Unorm)
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{
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if (!_context.Capabilities.SupportsR4G4B4A4Format)
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{
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result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
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}
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}
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else if (!_context.Capabilities.Supports5BitComponentFormat && Format.Is16BitPacked())
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{
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switch (Format)
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{
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case Format.B5G6R5Unorm:
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case Format.R5G6B5Unorm:
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result = PixelConverter.ConvertR5G6B5ToR8G8B8A8(result, width);
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break;
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case Format.B5G5R5A1Unorm:
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case Format.R5G5B5X1Unorm:
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case Format.R5G5B5A1Unorm:
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result = PixelConverter.ConvertR5G5B5ToR8G8B8A8(result, width, Format == Format.R5G5B5X1Unorm);
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break;
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case Format.A1B5G5R5Unorm:
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result = PixelConverter.ConvertA1B5G5R5ToR8G8B8A8(result, width);
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break;
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case Format.R4G4B4A4Unorm:
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result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
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break;
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}
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}
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}
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return result;
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return result;
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@ -131,9 +131,28 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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if (!caps.SupportsR4G4Format && info.FormatInfo.Format == Format.R4G4Unorm)
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if (!caps.SupportsR4G4Format && info.FormatInfo.Format == Format.R4G4Unorm)
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{
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if (caps.SupportsR4G4B4A4Format)
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{
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{
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return new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4);
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return new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4);
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}
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}
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else
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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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}
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if (info.FormatInfo.Format == Format.R4G4B4A4Unorm)
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{
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if (!caps.SupportsR4G4B4A4Format)
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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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}
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else if (!caps.Supports5BitComponentFormat && info.FormatInfo.Format.Is16BitPacked())
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{
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return new FormatInfo(info.FormatInfo.Format.IsBgr() ? Format.B8G8R8A8Unorm : Format.R8G8B8A8Unorm, 1, 1, 4, 4);
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}
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return info.FormatInfo;
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return info.FormatInfo;
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}
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}
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@ -114,7 +114,9 @@ namespace Ryujinx.Graphics.OpenGL
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supports3DTextureCompression: false,
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supports3DTextureCompression: false,
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supportsBgraFormat: false,
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supportsBgraFormat: false,
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supportsR4G4Format: false,
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supportsR4G4Format: false,
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supportsR4G4B4A4Format: true,
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supportsSnormBufferTextureFormat: false,
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supportsSnormBufferTextureFormat: false,
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supports5BitComponentFormat: true,
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supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
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supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
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supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
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supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Texture
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{
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{
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public static class LayoutConverter
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public static class LayoutConverter
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{
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{
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private const int HostStrideAlignment = 4;
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public const int HostStrideAlignment = 4;
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public static void ConvertBlockLinearToLinear(
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public static void ConvertBlockLinearToLinear(
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Span<byte> dst,
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Span<byte> dst,
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@ -1,3 +1,4 @@
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using Ryujinx.Common;
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using System;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics;
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@ -7,9 +8,27 @@ namespace Ryujinx.Graphics.Texture
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{
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{
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public static class PixelConverter
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public static class PixelConverter
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{
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{
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public unsafe static byte[] ConvertR4G4ToR4G4B4A4(ReadOnlySpan<byte> data)
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private static (int remainder, int outRemainder, int height) GetLineRemainders(int length, int width, int bpp, int outBpp)
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{
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int stride = BitUtils.AlignUp(width * bpp, LayoutConverter.HostStrideAlignment);
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int remainder = stride / bpp - width;
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int outStride = BitUtils.AlignUp(width * outBpp, LayoutConverter.HostStrideAlignment);
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int outRemainder = outStride / outBpp - width;
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return (remainder, outRemainder, length / stride);
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}
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public unsafe static byte[] ConvertR4G4ToR4G4B4A4(ReadOnlySpan<byte> data, int width)
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{
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{
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byte[] output = new byte[data.Length * 2];
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byte[] output = new byte[data.Length * 2];
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(int remainder, int outRemainder, int height) = GetLineRemainders(data.Length, width, 1, 2);
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Span<ushort> outputSpan = MemoryMarshal.Cast<byte, ushort>(output);
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if (remainder == 0)
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{
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int start = 0;
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int start = 0;
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if (Sse41.IsSupported)
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if (Sse41.IsSupported)
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@ -26,12 +45,170 @@ namespace Ryujinx.Graphics.Texture
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}
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}
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}
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}
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Span<ushort> outputSpan = MemoryMarshal.Cast<byte, ushort>(output);
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for (int i = start; i < data.Length; i++)
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for (int i = start; i < data.Length; i++)
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{
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{
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outputSpan[i] = (ushort)data[i];
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outputSpan[i] = (ushort)data[i];
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}
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}
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}
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else
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{
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int offset = 0;
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int outOffset = 0;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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outputSpan[outOffset++] = data[offset++];
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}
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offset += remainder;
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outOffset += outRemainder;
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}
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}
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return output;
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}
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public unsafe static byte[] ConvertR5G6B5ToR8G8B8A8(ReadOnlySpan<byte> data, int width)
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{
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byte[] output = new byte[data.Length * 2];
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int offset = 0;
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int outOffset = 0;
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(int remainder, int outRemainder, int height) = GetLineRemainders(data.Length, width, 2, 4);
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ReadOnlySpan<ushort> inputSpan = MemoryMarshal.Cast<byte, ushort>(data);
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Span<uint> outputSpan = MemoryMarshal.Cast<byte, uint>(output);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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uint packed = inputSpan[offset++];
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uint outputPacked = 0xff000000;
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outputPacked |= (packed << 3) & 0x000000f8;
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outputPacked |= (packed << 8) & 0x00f80000;
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// Replicate 5 bit components.
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outputPacked |= (outputPacked >> 5) & 0x00070007;
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// Include and replicate 6 bit component.
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outputPacked |= ((packed << 5) & 0x0000fc00) | ((packed >> 1) & 0x00000300);
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outputSpan[outOffset++] = outputPacked;
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}
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offset += remainder;
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outOffset += outRemainder;
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}
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return output;
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}
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public unsafe static byte[] ConvertR5G5B5ToR8G8B8A8(ReadOnlySpan<byte> data, int width, bool forceAlpha)
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{
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byte[] output = new byte[data.Length * 2];
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int offset = 0;
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int outOffset = 0;
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(int remainder, int outRemainder, int height) = GetLineRemainders(data.Length, width, 2, 4);
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ReadOnlySpan<ushort> inputSpan = MemoryMarshal.Cast<byte, ushort>(data);
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Span<uint> outputSpan = MemoryMarshal.Cast<byte, uint>(output);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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uint packed = inputSpan[offset++];
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uint a = forceAlpha ? 1 : (packed >> 15);
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uint outputPacked = a * 0xff000000;
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outputPacked |= (packed << 3) & 0x000000f8;
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outputPacked |= (packed << 6) & 0x0000f800;
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outputPacked |= (packed << 9) & 0x00f80000;
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// Replicate 5 bit components.
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outputPacked |= (outputPacked >> 5) & 0x00070707;
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outputSpan[outOffset++] = outputPacked;
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}
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offset += remainder;
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outOffset += outRemainder;
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}
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return output;
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}
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public unsafe static byte[] ConvertA1B5G5R5ToR8G8B8A8(ReadOnlySpan<byte> data, int width)
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{
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byte[] output = new byte[data.Length * 2];
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int offset = 0;
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int outOffset = 0;
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(int remainder, int outRemainder, int height) = GetLineRemainders(data.Length, width, 2, 4);
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ReadOnlySpan<ushort> inputSpan = MemoryMarshal.Cast<byte, ushort>(data);
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Span<uint> outputSpan = MemoryMarshal.Cast<byte, uint>(output);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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uint packed = inputSpan[offset++];
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uint a = packed >> 15;
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uint outputPacked = a * 0xff000000;
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outputPacked |= (packed >> 8) & 0x000000f8;
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outputPacked |= (packed << 5) & 0x0000f800;
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outputPacked |= (packed << 18) & 0x00f80000;
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// Replicate 5 bit components.
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outputPacked |= (outputPacked >> 5) & 0x00070707;
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outputSpan[outOffset++] = outputPacked;
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}
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offset += remainder;
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outOffset += outRemainder;
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}
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return output;
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}
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public unsafe static byte[] ConvertR4G4B4A4ToR8G8B8A8(ReadOnlySpan<byte> data, int width)
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{
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byte[] output = new byte[data.Length * 2];
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int offset = 0;
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int outOffset = 0;
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|
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(int remainder, int outRemainder, int height) = GetLineRemainders(data.Length, width, 2, 4);
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|
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ReadOnlySpan<ushort> inputSpan = MemoryMarshal.Cast<byte, ushort>(data);
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Span<uint> outputSpan = MemoryMarshal.Cast<byte, uint>(output);
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|
||||||
|
for (int y = 0; y < height; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < width; x++)
|
||||||
|
{
|
||||||
|
uint packed = inputSpan[offset++];
|
||||||
|
|
||||||
|
uint outputPacked = packed & 0x0000000f;
|
||||||
|
outputPacked |= (packed << 4) & 0x00000f00;
|
||||||
|
outputPacked |= (packed << 8) & 0x000f0000;
|
||||||
|
outputPacked |= (packed << 12) & 0x0f000000;
|
||||||
|
|
||||||
|
outputSpan[outOffset++] = outputPacked * 0x11;
|
||||||
|
}
|
||||||
|
|
||||||
|
offset += remainder;
|
||||||
|
outOffset += outRemainder;
|
||||||
|
}
|
||||||
|
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|
|
@ -396,6 +396,17 @@ namespace Ryujinx.Graphics.Vulkan
|
||||||
GAL.Format.Etc2RgbSrgb,
|
GAL.Format.Etc2RgbSrgb,
|
||||||
GAL.Format.Etc2RgbUnorm);
|
GAL.Format.Etc2RgbUnorm);
|
||||||
|
|
||||||
|
bool supports5BitComponentFormat = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
|
||||||
|
GAL.Format.R5G6B5Unorm,
|
||||||
|
GAL.Format.R5G5B5A1Unorm,
|
||||||
|
GAL.Format.R5G5B5X1Unorm,
|
||||||
|
GAL.Format.B5G6R5Unorm,
|
||||||
|
GAL.Format.B5G5R5A1Unorm,
|
||||||
|
GAL.Format.A1B5G5R5Unorm);
|
||||||
|
|
||||||
|
bool supportsR4G4B4A4Format = FormatCapabilities.OptimalFormatsSupport(compressedFormatFeatureFlags,
|
||||||
|
GAL.Format.R4G4B4A4Unorm);
|
||||||
|
|
||||||
PhysicalDeviceVulkan12Features featuresVk12 = new PhysicalDeviceVulkan12Features()
|
PhysicalDeviceVulkan12Features featuresVk12 = new PhysicalDeviceVulkan12Features()
|
||||||
{
|
{
|
||||||
SType = StructureType.PhysicalDeviceVulkan12Features
|
SType = StructureType.PhysicalDeviceVulkan12Features
|
||||||
|
@ -425,7 +436,9 @@ namespace Ryujinx.Graphics.Vulkan
|
||||||
supports3DTextureCompression: true,
|
supports3DTextureCompression: true,
|
||||||
supportsBgraFormat: true,
|
supportsBgraFormat: true,
|
||||||
supportsR4G4Format: false,
|
supportsR4G4Format: false,
|
||||||
|
supportsR4G4B4A4Format: supportsR4G4B4A4Format,
|
||||||
supportsSnormBufferTextureFormat: true,
|
supportsSnormBufferTextureFormat: true,
|
||||||
|
supports5BitComponentFormat: supports5BitComponentFormat,
|
||||||
supportsFragmentShaderInterlock: Capabilities.SupportsFragmentShaderInterlock,
|
supportsFragmentShaderInterlock: Capabilities.SupportsFragmentShaderInterlock,
|
||||||
supportsFragmentShaderOrderingIntel: false,
|
supportsFragmentShaderOrderingIntel: false,
|
||||||
supportsGeometryShaderPassthrough: Capabilities.SupportsGeometryShaderPassthrough,
|
supportsGeometryShaderPassthrough: Capabilities.SupportsGeometryShaderPassthrough,
|
||||||
|
|
Loading…
Reference in a new issue