Renderer: Implement Bicubic and ScaleForce filters.
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c5bbbf3902
commit
a6b88e85bf
15 changed files with 624 additions and 38 deletions
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@ -12,11 +12,14 @@
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/memory.h"
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#include "video_core/gpu.h"
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#include "video_core/host_shaders/vulkan_present_bicubic_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_scaleforce_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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#include "video_core/renderer_vulkan/vk_blit_screen.h"
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@ -258,8 +261,22 @@ VkSemaphore VKBlitScreen::Draw(const Tegra::FramebufferConfig& framebuffer,
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.offset = {0, 0},
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.extent = size,
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};
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const auto filter = Settings::values.scaling_filter.GetValue();
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cmdbuf.BeginRenderPass(renderpass_bi, VK_SUBPASS_CONTENTS_INLINE);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline);
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switch (filter) {
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case Settings::ScalingFilter::Bilinear:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *bilinear_pipeline);
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break;
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case Settings::ScalingFilter::Bicubic:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *bicubic_pipeline);
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break;
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case Settings::ScalingFilter::ScaleForce:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *scaleforce_pipeline);
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break;
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default:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *bilinear_pipeline);
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break;
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}
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cmdbuf.SetViewport(0, viewport);
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cmdbuf.SetScissor(0, scissor);
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@ -324,7 +341,9 @@ void VKBlitScreen::RefreshResources(const Tegra::FramebufferConfig& framebuffer)
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void VKBlitScreen::CreateShaders() {
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vertex_shader = BuildShader(device, VULKAN_PRESENT_VERT_SPV);
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fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
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bilinear_fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
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bicubic_fragment_shader = BuildShader(device, VULKAN_PRESENT_BICUBIC_FRAG_SPV);
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scaleforce_fragment_shader = BuildShader(device, VULKAN_PRESENT_SCALEFORCE_FRAG_SPV);
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}
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void VKBlitScreen::CreateSemaphores() {
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@ -468,7 +487,7 @@ void VKBlitScreen::CreatePipelineLayout() {
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}
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void VKBlitScreen::CreateGraphicsPipeline() {
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const std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{{
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const std::array<VkPipelineShaderStageCreateInfo, 2> bilinear_shader_stages{{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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@ -483,7 +502,49 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *fragment_shader,
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.module = *bilinear_fragment_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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}};
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const std::array<VkPipelineShaderStageCreateInfo, 2> bicubic_shader_stages{{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *vertex_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *bicubic_fragment_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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}};
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const std::array<VkPipelineShaderStageCreateInfo, 2> scaleforce_shader_stages{{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *vertex_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *scaleforce_fragment_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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@ -583,12 +644,12 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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.pDynamicStates = dynamic_states.data(),
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};
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const VkGraphicsPipelineCreateInfo pipeline_ci{
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const VkGraphicsPipelineCreateInfo bilinear_pipeline_ci{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(shader_stages.size()),
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.pStages = shader_stages.data(),
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.stageCount = static_cast<u32>(bilinear_shader_stages.size()),
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.pStages = bilinear_shader_stages.data(),
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.pVertexInputState = &vertex_input_ci,
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.pInputAssemblyState = &input_assembly_ci,
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.pTessellationState = nullptr,
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@ -605,7 +666,53 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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.basePipelineIndex = 0,
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};
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pipeline = device.GetLogical().CreateGraphicsPipeline(pipeline_ci);
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const VkGraphicsPipelineCreateInfo bicubic_pipeline_ci{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(bicubic_shader_stages.size()),
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.pStages = bicubic_shader_stages.data(),
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.pVertexInputState = &vertex_input_ci,
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.pInputAssemblyState = &input_assembly_ci,
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.pTessellationState = nullptr,
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.pViewportState = &viewport_state_ci,
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.pRasterizationState = &rasterization_ci,
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.pMultisampleState = &multisampling_ci,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &color_blend_ci,
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.pDynamicState = &dynamic_state_ci,
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.layout = *pipeline_layout,
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.renderPass = *renderpass,
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.subpass = 0,
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.basePipelineHandle = 0,
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.basePipelineIndex = 0,
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};
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const VkGraphicsPipelineCreateInfo scaleforce_pipeline_ci{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(scaleforce_shader_stages.size()),
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.pStages = scaleforce_shader_stages.data(),
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.pVertexInputState = &vertex_input_ci,
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.pInputAssemblyState = &input_assembly_ci,
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.pTessellationState = nullptr,
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.pViewportState = &viewport_state_ci,
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.pRasterizationState = &rasterization_ci,
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.pMultisampleState = &multisampling_ci,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &color_blend_ci,
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.pDynamicState = &dynamic_state_ci,
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.layout = *pipeline_layout,
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.renderPass = *renderpass,
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.subpass = 0,
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.basePipelineHandle = 0,
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.basePipelineIndex = 0,
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};
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bilinear_pipeline = device.GetLogical().CreateGraphicsPipeline(bilinear_pipeline_ci);
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bicubic_pipeline = device.GetLogical().CreateGraphicsPipeline(bicubic_pipeline_ci);
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scaleforce_pipeline = device.GetLogical().CreateGraphicsPipeline(scaleforce_pipeline_ci);
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}
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void VKBlitScreen::CreateSampler() {
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@ -107,11 +107,15 @@ private:
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const VKScreenInfo& screen_info;
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vk::ShaderModule vertex_shader;
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vk::ShaderModule fragment_shader;
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vk::ShaderModule bilinear_fragment_shader;
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vk::ShaderModule bicubic_fragment_shader;
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vk::ShaderModule scaleforce_fragment_shader;
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vk::DescriptorPool descriptor_pool;
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vk::DescriptorSetLayout descriptor_set_layout;
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vk::PipelineLayout pipeline_layout;
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vk::Pipeline pipeline;
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vk::Pipeline bilinear_pipeline;
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vk::Pipeline bicubic_pipeline;
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vk::Pipeline scaleforce_pipeline;
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vk::RenderPass renderpass;
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std::vector<vk::Framebuffer> framebuffers;
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vk::DescriptorSets descriptor_sets;
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