Merge pull request #4295 from stenzek/vulkan-dbz-bloom

Vulkan: Fix bug with palette converted EFB copies
This commit is contained in:
Stenzek 2016-10-05 20:24:36 +10:00 committed by GitHub
commit abb5a64919
3 changed files with 33 additions and 14 deletions

View File

@ -62,7 +62,9 @@ bool PaletteTextureConverter::Initialize()
return true;
}
void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
VkCommandBuffer command_buffer,
VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture,
u32 width, u32 height, void* palette,
TlutFormat format)
@ -113,14 +115,14 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
&m_palette_buffer_view};
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), 1, &texel_set_write, 0, nullptr);
Util::BufferMemoryBarrier(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
m_palette_stream_buffer->GetBuffer(), VK_ACCESS_HOST_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT, palette_offset, palette_size,
VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
Util::BufferMemoryBarrier(command_buffer, m_palette_stream_buffer->GetBuffer(),
VK_ACCESS_HOST_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, palette_offset,
palette_size, VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// Set up draw
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), m_pipeline_layout,
render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
UtilityShaderDraw draw(command_buffer, m_pipeline_layout, render_pass,
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_shaders[format]);
VkRect2D region = {{0, 0}, {width, height}};
@ -138,8 +140,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker, VkRend
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
// We have to bind the texel buffer descriptor set separately.
vkCmdBindDescriptorSets(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1,
&texel_buffer_descriptor_set, 0, nullptr);
// Draw

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@ -26,9 +26,10 @@ public:
bool Initialize();
void ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
void* palette, TlutFormat format);
void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
Texture2D* src_texture, u32 width, u32 height, void* palette,
TlutFormat format);
private:
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;

View File

@ -92,9 +92,26 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
_assert_(entry->config.rendertarget);
// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
// contain the correct data before the frame begins (when the init command buffer is executed),
// so we must convert them at the appropriate time, during the drawing command buffer.
VkCommandBuffer command_buffer;
if (unconverted->IsEfbCopy())
{
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
m_state_tracker->EndRenderPass();
m_state_tracker->SetPendingRebind();
}
else
{
// Use initialization command buffer and perform conversion before the drawing commands.
command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
}
m_palette_texture_converter->ConvertTexture(
m_state_tracker, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(),
unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format);
m_state_tracker, command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()),
entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height,
palette, format);
// Render pass transitions to SHADER_READ_ONLY.
entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);