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https://github.com/doitsujin/dxvk.git
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[d3d9] Implement A2W10V10U10 format via conversion
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@ -162,7 +162,15 @@ namespace dxvk {
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{ VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G,
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VK_COMPONENT_SWIZZLE_ONE, VK_COMPONENT_SWIZZLE_ONE }};
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case D3D9Format::A2W10V10U10: return {}; // Unsupported
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case D3D9Format::A2W10V10U10: return {
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VK_FORMAT_A2B10G10R10_UNORM_PACK32,
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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_A },
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{ D3D9ConversionFormat_A2W10V10U10, { 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::UYVY: return {
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VK_FORMAT_B8G8R8A8_UNORM,
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@ -133,6 +133,7 @@ namespace dxvk {
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D3D9ConversionFormat_UYVY,
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D3D9ConversionFormat_L6V5U5,
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D3D9ConversionFormat_X8L8V8U8,
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D3D9ConversionFormat_A2W10V10U10,
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D3D9ConversionFormat_Count
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};
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@ -3,6 +3,7 @@
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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_x8l8v8u8.h>
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#include <d3d9_convert_a2w10v10u10.h>
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namespace dxvk {
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@ -42,6 +43,10 @@ namespace dxvk {
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ConvertGenericFormat(conversionFormat, dstImage, dstSubresource, srcBuffer, VK_FORMAT_R32_UINT, 0);
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break;
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case D3D9ConversionFormat_A2W10V10U10:
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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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Logger::warn("Unimplemented format conversion");
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}
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@ -102,6 +107,7 @@ namespace dxvk {
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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_X8L8V8U8] = InitShader(d3d9_convert_x8l8v8u8);
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m_shaders[D3D9ConversionFormat_A2W10V10U10] = InitShader(d3d9_convert_a2w10v10u10);
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}
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@ -5,7 +5,8 @@ d3d9_shaders = files([
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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_l6v5u5.comp',
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'shaders/d3d9_convert_x8l8v8u8.comp'
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'shaders/d3d9_convert_x8l8v8u8.comp',
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'shaders/d3d9_convert_a2w10v10u10.comp'
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])
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d3d9_src = [
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44
src/d3d9/shaders/d3d9_convert_a2w10v10u10.comp
Normal file
44
src/d3d9/shaders/d3d9_convert_a2w10v10u10.comp
Normal file
@ -0,0 +1,44 @@
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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 u10 = bitfieldExtract(int (value), 0, 10);
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int v10 = bitfieldExtract(int (value), 10, 10);
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int w10 = bitfieldExtract(int (value), 20, 10);
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uint a2 = bitfieldExtract(uint(value), 30, 2);
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vec4 color = vec4(
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snormalize(u10, 10),
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snormalize(v10, 10),
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snormalize(w10, 10),
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unormalize(a2, 2));
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imageStore(dst, thread_id.xy, color);
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}
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}
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