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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-15 07:29:17 +01:00

[d3d9] Implement NV12 format conversion

This commit is contained in:
Joshua Ashton 2020-08-07 09:37:55 +01:00 committed by Joshie
parent 32c1a4e2b8
commit 2bf9f298af
7 changed files with 89 additions and 3 deletions

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@ -190,7 +190,10 @@ namespace dxvk {
const VkExtent3D blockCount = util::computeBlockCount(
mipExtent, formatInfo.blockSize);
const uint32_t planeCount = m_mapping.ConversionFormatInfo.MacroPixelSize.depth;
return formatInfo.elementSize
* planeCount
* blockCount.width
* blockCount.height
* blockCount.depth;

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@ -406,6 +406,15 @@ namespace dxvk {
{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_R,
VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_R }};
case D3D9Format::NV12: return {
VK_FORMAT_R8_UNORM,
VK_FORMAT_UNDEFINED,
VK_IMAGE_ASPECT_COLOR_BIT,
{ VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY },
{ D3D9ConversionFormat_NV12, { 1u, 1u, 2u }, VK_FORMAT_B8G8R8A8_UNORM }
};
case D3D9Format::RAWZ: return {}; // Unsupported
default:

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@ -134,12 +134,13 @@ namespace dxvk {
D3D9ConversionFormat_L6V5U5,
D3D9ConversionFormat_X8L8V8U8,
D3D9ConversionFormat_A2W10V10U10,
D3D9ConversionFormat_NV12,
D3D9ConversionFormat_Count
};
struct D3D9_CONVERSION_FORMAT_INFO {
D3D9ConversionFormat FormatType = D3D9ConversionFormat_None;
VkExtent2D MacroPixelSize = { 1u, 1u };
VkExtent3D MacroPixelSize = { 1u, 1u, 1u };
VkFormat FormatColor = VK_FORMAT_UNDEFINED;
VkFormat FormatSrgb = VK_FORMAT_UNDEFINED;
};

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@ -4,6 +4,7 @@
#include <d3d9_convert_l6v5u5.h>
#include <d3d9_convert_x8l8v8u8.h>
#include <d3d9_convert_a2w10v10u10.h>
#include <d3d9_convert_nv12.h>
namespace dxvk {
@ -35,6 +36,10 @@ namespace dxvk {
break;
}
case D3D9ConversionFormat_NV12:
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R8_UINT, 0);
break;
case D3D9ConversionFormat_L6V5U5:
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R16_UINT, 0);
break;
@ -108,6 +113,7 @@ namespace dxvk {
m_shaders[D3D9ConversionFormat_L6V5U5] = InitShader(d3d9_convert_l6v5u5);
m_shaders[D3D9ConversionFormat_X8L8V8U8] = InitShader(d3d9_convert_x8l8v8u8);
m_shaders[D3D9ConversionFormat_A2W10V10U10] = InitShader(d3d9_convert_a2w10v10u10);
m_shaders[D3D9ConversionFormat_NV12] = InitShader(d3d9_convert_nv12);
}

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@ -6,7 +6,8 @@ d3d9_shaders = files([
'shaders/d3d9_convert_yuy2_uyvy.comp',
'shaders/d3d9_convert_l6v5u5.comp',
'shaders/d3d9_convert_x8l8v8u8.comp',
'shaders/d3d9_convert_a2w10v10u10.comp'
'shaders/d3d9_convert_a2w10v10u10.comp',
'shaders/d3d9_convert_nv12.comp'
])
d3d9_src = [

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@ -26,4 +26,14 @@ vec4 convertYUV(vec3 yuv) {
vec3 value = vec4(yuv, 1 / 255.0) * g_yuv_to_rgb;
return vec4(clamp(value, 0, 1), 1);
}
}
mat3x3 g_bt703_to_rgb = {
{ 1.164, 0, 1.793 },
{ 1.164, -0.213, -0.533 },
{ 1.164, 2.112, 0 }
};
vec4 convertBT_703(vec3 cde) {
return vec4(clamp(cde * g_bt703_to_rgb, 0, 1), 1);
}

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@ -0,0 +1,56 @@
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "d3d9_convert_common.h"
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
layout(binding = 0)
writeonly uniform image2D dst;
layout(binding = 1) uniform usamplerBuffer src;
layout(push_constant)
uniform u_info_t {
uvec2 extent;
} u_info;
float fetchUnorm(usamplerBuffer source, uint offset) {
return unpackUnorm(texelFetch(src, int(offset)).r);
}
void main() {
ivec3 thread_id = ivec3(gl_GlobalInvocationID);
if (all(lessThan(thread_id.xy, u_info.extent))) {
uvec2 pitch = uvec2(u_info.extent.x, u_info.extent.y);
// Format is:
// YYYYYYYYYYYYYYY...
// UVUVUVUVUVUVUVU...
uint offset = thread_id.x
+ thread_id.y * pitch.x;
float c0 = fetchUnorm(src, offset) - (16 / 255.0);
// Floor .x to the nearest 2, because
// UV data is in WORDs, and we want to get the color
// for this pixel.
// Then divide thread_id.y by 2 because the macropixel
// layout for chroma data is [2, 2].
offset = (thread_id.x / 2) * 2
+ thread_id.y / 2 * pitch.x
+ pitch.x * pitch.y;
float u = fetchUnorm(src, offset) - (128 / 255.0);
float v = fetchUnorm(src, offset + 1) - (128 / 255.0);
// The NV12 format seems to use the BT.703 color space.
vec4 color0 = convertBT_703(vec3(c0, u, v));
imageStore(dst, thread_id.xy, color0);
}
}