astc_decoder: Reimplement Layers

Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
This commit is contained in:
Rodrigo Locatti 2021-02-13 16:08:50 -05:00 committed by ameerj
parent c7553abe89
commit 2f30c10584
5 changed files with 156 additions and 137 deletions

View file

@ -110,7 +110,6 @@ void UtilShaders::ASTCDecode(Image& image, const ImageBufferMap& map,
static constexpr GLuint BINDING_OUTPUT_IMAGE = 0;
static constexpr GLuint LOC_NUM_IMAGE_BLOCKS = 0;
static constexpr GLuint LOC_BLOCK_DIMS = 1;
static constexpr GLuint LOC_LAYER = 2;
const Extent3D tile_size = {
VideoCore::Surface::DefaultBlockWidth(image.info.format),
@ -130,35 +129,31 @@ void UtilShaders::ASTCDecode(Image& image, const ImageBufferMap& map,
glFlushMappedNamedBufferRange(map.buffer, map.offset, image.guest_size_bytes);
glUniform2ui(LOC_BLOCK_DIMS, tile_size.width, tile_size.height);
for (const SwizzleParameters& swizzle : swizzles) {
glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_TRUE, 0,
GL_WRITE_ONLY, GL_RGBA8);
const size_t input_offset = swizzle.buffer_offset + map.offset;
const auto num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 32U);
const auto num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 32U);
for (u32 layer = 0; layer < image.info.resources.layers; layer++) {
for (const SwizzleParameters& swizzle : swizzles) {
glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_FALSE,
layer, GL_WRITE_ONLY, GL_RGBA8);
const size_t input_offset = swizzle.buffer_offset + map.offset;
const auto num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 32U);
const auto num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 32U);
glUniform2ui(LOC_NUM_IMAGE_BLOCKS, swizzle.num_tiles.width, swizzle.num_tiles.height);
glUniform2ui(LOC_NUM_IMAGE_BLOCKS, swizzle.num_tiles.width, swizzle.num_tiles.height);
glUniform1ui(LOC_LAYER, layer);
// To unswizzle the ASTC data
const auto params = MakeBlockLinearSwizzle2DParams(swizzle, image.info);
glUniform3uiv(2, 1, params.origin.data());
glUniform3iv(3, 1, params.destination.data());
glUniform1ui(4, params.bytes_per_block_log2);
glUniform1ui(5, params.layer_stride);
glUniform1ui(6, params.block_size);
glUniform1ui(7, params.x_shift);
glUniform1ui(8, params.block_height);
glUniform1ui(9, params.block_height_mask);
// To unswizzle the ASTC data
const auto params = MakeBlockLinearSwizzle2DParams(swizzle, image.info);
glUniform3uiv(3, 1, params.origin.data());
glUniform3iv(4, 1, params.destination.data());
glUniform1ui(5, params.bytes_per_block_log2);
glUniform1ui(6, params.layer_stride);
glUniform1ui(7, params.block_size);
glUniform1ui(8, params.x_shift);
glUniform1ui(9, params.block_height);
glUniform1ui(10, params.block_height_mask);
// ASTC texture data
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset,
image.guest_size_bytes - swizzle.buffer_offset);
// ASTC texture data
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer,
input_offset, image.guest_size_bytes - swizzle.buffer_offset);
glDispatchCompute(num_dispatches_x, num_dispatches_y, 1);
}
glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers);
}
program_manager.RestoreGuestCompute();
}