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mirror of https://github.com/doitsujin/dxvk.git synced 2025-02-18 04:54:15 +01:00

[d3d9] Implement A2W10V10U10 format via conversion

This commit is contained in:
Joshua Ashton 2020-03-08 23:32:33 +00:00
parent 60ec7e8208
commit eaa599bf9a
5 changed files with 62 additions and 2 deletions

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@ -162,7 +162,15 @@ namespace dxvk {
{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
VK_COMPONENT_SWIZZLE_ONE, VK_COMPONENT_SWIZZLE_ONE }};
case D3D9Format::A2W10V10U10: return {}; // Unsupported
case D3D9Format::A2W10V10U10: return {
VK_FORMAT_A2B10G10R10_UNORM_PACK32,
VK_FORMAT_UNDEFINED,
VK_IMAGE_ASPECT_COLOR_BIT,
{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A },
{ D3D9ConversionFormat_A2W10V10U10, { 1u, 1u },
// Convert -> float (this is a mixed snorm and unorm type)
VK_FORMAT_R16G16B16A16_SFLOAT } };
case D3D9Format::UYVY: return {
VK_FORMAT_B8G8R8A8_UNORM,

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@ -133,6 +133,7 @@ namespace dxvk {
D3D9ConversionFormat_UYVY,
D3D9ConversionFormat_L6V5U5,
D3D9ConversionFormat_X8L8V8U8,
D3D9ConversionFormat_A2W10V10U10,
D3D9ConversionFormat_Count
};

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@ -3,6 +3,7 @@
#include <d3d9_convert_yuy2_uyvy.h>
#include <d3d9_convert_l6v5u5.h>
#include <d3d9_convert_x8l8v8u8.h>
#include <d3d9_convert_a2w10v10u10.h>
namespace dxvk {
@ -42,6 +43,10 @@ namespace dxvk {
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, 0);
break;
case D3D9ConversionFormat_A2W10V10U10:
ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, 0);
break;
default:
Logger::warn("Unimplemented format conversion");
}
@ -102,6 +107,7 @@ namespace dxvk {
m_shaders[D3D9ConversionFormat_UYVY] = m_shaders[D3D9ConversionFormat_YUY2];
m_shaders[D3D9ConversionFormat_L6V5U5] = InitShader(d3d9_convert_l6v5u5);
m_shaders[D3D9ConversionFormat_X8L8V8U8] = InitShader(d3d9_convert_x8l8v8u8);
m_shaders[D3D9ConversionFormat_A2W10V10U10] = InitShader(d3d9_convert_a2w10v10u10);
}

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@ -5,7 +5,8 @@ d3d9_shaders = files([
'shaders/d3d9_presenter_vert.vert',
'shaders/d3d9_convert_yuy2_uyvy.comp',
'shaders/d3d9_convert_l6v5u5.comp',
'shaders/d3d9_convert_x8l8v8u8.comp'
'shaders/d3d9_convert_x8l8v8u8.comp',
'shaders/d3d9_convert_a2w10v10u10.comp'
])
d3d9_src = [

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@ -0,0 +1,44 @@
#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 v10 = bitfieldExtract(int (value), 10, 10);
int w10 = bitfieldExtract(int (value), 20, 10);
uint a2 = bitfieldExtract(uint(value), 30, 2);
vec4 color = vec4(
snormalize(u10, 10),
snormalize(v10, 10),
snormalize(w10, 10),
unormalize(a2, 2));
imageStore(dst, thread_id.xy, color);
}
}