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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-13 19:29:14 +01:00

[d3d9] Implement converter for W11V11U10

This commit is contained in:
Robin Kertels 2022-11-05 17:57:57 +01:00 committed by Joshie
parent 40a4908a2a
commit 4fb7acc64e
5 changed files with 62 additions and 0 deletions

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@ -168,6 +168,16 @@ namespace dxvk {
// Convert -> float (this is a mixed snorm and unorm type)
VK_FORMAT_R16G16B16A16_SFLOAT } };
case D3D9Format::W11V11U10: return {
VK_FORMAT_B10G11R11_UFLOAT_PACK32,
VK_FORMAT_UNDEFINED,
VK_IMAGE_ASPECT_COLOR_BIT,
{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_ONE },
{ D3D9ConversionFormat_W11V11U10, 1u,
// can't use B10G11R11 bc this is a snorm type
VK_FORMAT_R16G16B16A16_SNORM } };
case D3D9Format::UYVY: return {
VK_FORMAT_B8G8R8A8_UNORM,
VK_FORMAT_UNDEFINED,

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@ -40,6 +40,7 @@ namespace dxvk {
X8L8V8U8 = 62,
Q8W8V8U8 = 63,
V16U16 = 64,
W11V11U10 = 65,
A2W10V10U10 = 67,
UYVY = MAKEFOURCC('U', 'Y', 'V', 'Y'),
R8G8_B8G8 = MAKEFOURCC('R', 'G', 'B', 'G'),
@ -134,6 +135,7 @@ namespace dxvk {
D3D9ConversionFormat_L6V5U5,
D3D9ConversionFormat_X8L8V8U8,
D3D9ConversionFormat_A2W10V10U10,
D3D9ConversionFormat_W11V11U10,
D3D9ConversionFormat_NV12,
D3D9ConversionFormat_YV12,
D3D9ConversionFormat_Count

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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_w11v11u10.h>
#include <d3d9_convert_nv12.h>
#include <d3d9_convert_yv12.h>
@ -57,6 +58,10 @@ namespace dxvk {
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcSlice, VK_FORMAT_R32_UINT, 0, { 1u, 1u });
break;
case D3D9ConversionFormat_W11V11U10:
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcSlice, VK_FORMAT_R32_UINT, 0, { 1u, 1u });
break;
default:
Logger::warn("Unimplemented format conversion");
}
@ -113,6 +118,7 @@ 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_W11V11U10] = InitShader(d3d9_convert_w11v11u10);
m_shaders[D3D9ConversionFormat_NV12] = InitShader(d3d9_convert_nv12);
m_shaders[D3D9ConversionFormat_YV12] = InitShader(d3d9_convert_yv12);
}

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@ -5,6 +5,7 @@ d3d9_shaders = files([
'shaders/d3d9_convert_l6v5u5.comp',
'shaders/d3d9_convert_x8l8v8u8.comp',
'shaders/d3d9_convert_a2w10v10u10.comp',
'shaders/d3d9_convert_w11v11u10.comp',
'shaders/d3d9_convert_nv12.comp',
'shaders/d3d9_convert_yv12.comp'
])

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@ -0,0 +1,43 @@
#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;
void main() {
ivec3 thread_id = ivec3(gl_GlobalInvocationID);
if (all(lessThan(thread_id.xy, u_info.extent))) {
uint offset = thread_id.x
+ thread_id.y * u_info.extent.x;
uint value = texelFetch(src, int(offset)).r;
// Sign-extend magic!
int u10 = bitfieldExtract(int (value), 0, 10);
int v11 = bitfieldExtract(int (value), 10, 11);
int w11 = bitfieldExtract(int (value), 21, 11);
vec4 color = vec4(
snormalize(u10, 10),
snormalize(v11, 10),
snormalize(w11, 10),
1.0);
imageStore(dst, thread_id.xy, color);
}
}