gl_texture_cache: Lazily create non-sRGB texture views for sRGB formats
This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore. Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
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@ -763,6 +763,37 @@ void Image::DownloadMemory(ImageBufferMap& map,
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}
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}
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GLuint Image::StorageHandle() noexcept {
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switch (info.format) {
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case PixelFormat::A8B8G8R8_SRGB:
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case PixelFormat::B8G8R8A8_SRGB:
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case PixelFormat::BC1_RGBA_SRGB:
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case PixelFormat::BC2_SRGB:
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case PixelFormat::BC3_SRGB:
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case PixelFormat::BC7_SRGB:
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case PixelFormat::ASTC_2D_4X4_SRGB:
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case PixelFormat::ASTC_2D_8X8_SRGB:
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case PixelFormat::ASTC_2D_8X5_SRGB:
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case PixelFormat::ASTC_2D_5X4_SRGB:
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case PixelFormat::ASTC_2D_5X5_SRGB:
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case PixelFormat::ASTC_2D_10X8_SRGB:
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case PixelFormat::ASTC_2D_6X6_SRGB:
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case PixelFormat::ASTC_2D_10X10_SRGB:
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case PixelFormat::ASTC_2D_12X12_SRGB:
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case PixelFormat::ASTC_2D_8X6_SRGB:
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case PixelFormat::ASTC_2D_6X5_SRGB:
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if (store_view.handle != 0) {
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return store_view.handle;
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}
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store_view.Create();
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glTextureView(store_view.handle, ImageTarget(info), texture.handle, GL_RGBA8, 0,
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info.resources.levels, 0, info.resources.layers);
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return store_view.handle;
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default:
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return texture.handle;
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}
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}
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void Image::CopyBufferToImage(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset) {
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// Compressed formats don't have a pixel format or type
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const bool is_compressed = gl_format == GL_NONE;
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@ -145,6 +145,8 @@ public:
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void DownloadMemory(ImageBufferMap& map, std::span<const VideoCommon::BufferImageCopy> copies);
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GLuint StorageHandle() noexcept;
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GLuint Handle() const noexcept {
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return texture.handle;
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}
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@ -155,8 +157,8 @@ private:
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void CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset);
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OGLTexture texture;
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OGLTextureView store_view;
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OGLBuffer buffer;
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OGLTextureView store_view;
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GLenum gl_internal_format = GL_NONE;
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GLenum gl_format = GL_NONE;
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GLenum gl_type = GL_NONE;
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@ -93,7 +93,7 @@ void UtilShaders::BlockLinearUpload2D(Image& image, const ImageBufferMap& map,
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glUniform1ui(7, params.block_height_mask);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset,
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image.guest_size_bytes - swizzle.buffer_offset);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0,
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_TRUE, 0,
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GL_WRITE_ONLY, store_format);
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glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers);
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}
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@ -134,7 +134,7 @@ void UtilShaders::BlockLinearUpload3D(Image& image, const ImageBufferMap& map,
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glUniform1ui(9, params.block_depth_mask);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset,
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image.guest_size_bytes - swizzle.buffer_offset);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0,
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_TRUE, 0,
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GL_WRITE_ONLY, store_format);
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glDispatchCompute(num_dispatches_x, num_dispatches_y, num_dispatches_z);
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}
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@ -164,7 +164,8 @@ void UtilShaders::PitchUpload(Image& image, const ImageBufferMap& map,
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glUniform2i(LOC_DESTINATION, 0, 0);
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glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block);
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glUniform1ui(LOC_PITCH, pitch);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), 0, GL_FALSE, 0, GL_WRITE_ONLY, format);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), 0, GL_FALSE, 0, GL_WRITE_ONLY,
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format);
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for (const SwizzleParameters& swizzle : swizzles) {
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const Extent3D num_tiles = swizzle.num_tiles;
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const size_t input_offset = swizzle.buffer_offset + map.offset;
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@ -195,9 +196,9 @@ void UtilShaders::CopyBC4(Image& dst_image, Image& src_image, std::span<const Im
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glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z);
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glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z);
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glBindImageTexture(BINDING_INPUT_IMAGE, src_image.Handle(), copy.src_subresource.base_level,
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GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.Handle(),
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glBindImageTexture(BINDING_INPUT_IMAGE, src_image.StorageHandle(),
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copy.src_subresource.base_level, GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI);
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glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.StorageHandle(),
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copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI);
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glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth);
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}
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