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https://github.com/doitsujin/dxvk.git
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[d3d9] Implement X8L8V8U8 format via conversion
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@ -140,7 +140,15 @@ namespace dxvk {
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// Convert -> float (this is a mixed snorm and unorm type)
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// Convert -> float (this is a mixed snorm and unorm type)
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VK_FORMAT_R16G16B16A16_SFLOAT } };
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VK_FORMAT_R16G16B16A16_SFLOAT } };
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case D3D9Format::X8L8V8U8: return {}; // Unsupported
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case D3D9Format::X8L8V8U8: return {
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VK_FORMAT_B8G8R8A8_UNORM,
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VK_FORMAT_UNDEFINED,
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VK_IMAGE_ASPECT_COLOR_BIT,
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{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
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VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_ONE },
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{ D3D9ConversionFormat_X8L8V8U8, { 1u, 1u },
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// Convert -> float (this is a mixed snorm and unorm type)
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VK_FORMAT_R16G16B16A16_SFLOAT } };
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case D3D9Format::Q8W8V8U8: return {
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case D3D9Format::Q8W8V8U8: return {
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VK_FORMAT_R8G8B8A8_SNORM,
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VK_FORMAT_R8G8B8A8_SNORM,
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@ -132,6 +132,7 @@ namespace dxvk {
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D3D9ConversionFormat_YUY2 = 1,
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D3D9ConversionFormat_YUY2 = 1,
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D3D9ConversionFormat_UYVY,
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D3D9ConversionFormat_UYVY,
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D3D9ConversionFormat_L6V5U5,
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D3D9ConversionFormat_L6V5U5,
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D3D9ConversionFormat_X8L8V8U8,
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D3D9ConversionFormat_Count
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D3D9ConversionFormat_Count
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};
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};
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@ -2,6 +2,7 @@
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#include <d3d9_convert_yuy2_uyvy.h>
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#include <d3d9_convert_yuy2_uyvy.h>
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#include <d3d9_convert_l6v5u5.h>
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#include <d3d9_convert_l6v5u5.h>
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#include <d3d9_convert_x8l8v8u8.h>
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namespace dxvk {
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namespace dxvk {
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@ -32,9 +33,15 @@ namespace dxvk {
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, specConstant);
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, specConstant);
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break;
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break;
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}
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}
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case D3D9ConversionFormat_L6V5U5:
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case D3D9ConversionFormat_L6V5U5:
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R16_UINT, 0);
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R16_UINT, 0);
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break;
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break;
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case D3D9ConversionFormat_X8L8V8U8:
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, 0);
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break;
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default:
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default:
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Logger::warn("Unimplemented format conversion");
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Logger::warn("Unimplemented format conversion");
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}
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}
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@ -94,6 +101,7 @@ namespace dxvk {
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m_shaders[D3D9ConversionFormat_YUY2] = InitShader(d3d9_convert_yuy2_uyvy);
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m_shaders[D3D9ConversionFormat_YUY2] = InitShader(d3d9_convert_yuy2_uyvy);
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m_shaders[D3D9ConversionFormat_UYVY] = m_shaders[D3D9ConversionFormat_YUY2];
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m_shaders[D3D9ConversionFormat_UYVY] = m_shaders[D3D9ConversionFormat_YUY2];
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m_shaders[D3D9ConversionFormat_L6V5U5] = InitShader(d3d9_convert_l6v5u5);
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m_shaders[D3D9ConversionFormat_L6V5U5] = InitShader(d3d9_convert_l6v5u5);
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m_shaders[D3D9ConversionFormat_X8L8V8U8] = InitShader(d3d9_convert_x8l8v8u8);
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}
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}
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@ -4,7 +4,8 @@ d3d9_shaders = files([
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'shaders/d3d9_presenter_frag.frag',
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'shaders/d3d9_presenter_frag.frag',
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'shaders/d3d9_presenter_vert.vert',
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'shaders/d3d9_presenter_vert.vert',
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'shaders/d3d9_convert_yuy2_uyvy.comp',
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'shaders/d3d9_convert_yuy2_uyvy.comp',
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'shaders/d3d9_convert_l6v5u5.comp'
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'shaders/d3d9_convert_l6v5u5.comp',
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'shaders/d3d9_convert_x8l8v8u8.comp'
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])
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])
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d3d9_src = [
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d3d9_src = [
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43
src/d3d9/shaders/d3d9_convert_x8l8v8u8.comp
Normal file
43
src/d3d9/shaders/d3d9_convert_x8l8v8u8.comp
Normal file
@ -0,0 +1,43 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "d3d9_convert_common.h"
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layout(
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local_size_x = 8,
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local_size_y = 8,
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local_size_z = 1) in;
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layout(binding = 0)
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writeonly uniform image2D dst;
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layout(binding = 1) uniform usamplerBuffer src;
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layout(push_constant)
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uniform u_info_t {
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uvec2 extent;
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} u_info;
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void main() {
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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if (all(lessThan(thread_id.xy, u_info.extent))) {
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uint offset = thread_id.x
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+ thread_id.y * u_info.extent.x;
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uint value = texelFetch(src, int(offset)).r;
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// Sign-extend magic!
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int u8 = bitfieldExtract(int (value), 0, 8);
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int v8 = bitfieldExtract(int (value), 8, 8);
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uint l8 = bitfieldExtract(uint(value), 16, 8);
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vec4 color = vec4(
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snormalize(u8, 8),
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snormalize(v8, 8),
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unormalize(l8, 8),
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1.0f);
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imageStore(dst, thread_id.xy, color);
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}
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}
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