texture_cache: Implement depth stencil texture swizzles

Stop ignoring image swizzles on depth and stencil images.

This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
This commit is contained in:
ReinUsesLisp
2020-05-24 17:57:54 -03:00
parent 86345c126a
commit 8bba84a401
3 changed files with 42 additions and 36 deletions

View File

@ -238,6 +238,12 @@ OGLTexture CreateTexture(const SurfaceParams& params, GLenum target, GLenum inte
return texture;
}
constexpr u32 EncodeSwizzle(SwizzleSource x_source, SwizzleSource y_source, SwizzleSource z_source,
SwizzleSource w_source) {
return (static_cast<u32>(x_source) << 24) | (static_cast<u32>(y_source) << 16) |
(static_cast<u32>(z_source) << 8) | static_cast<u32>(w_source);
}
} // Anonymous namespace
CachedSurface::CachedSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
@ -404,7 +410,8 @@ CachedSurfaceView::CachedSurfaceView(CachedSurface& surface, const ViewParams& p
if (!is_proxy) {
texture_view = CreateTextureView();
}
swizzle = EncodeSwizzle(SwizzleSource::R, SwizzleSource::G, SwizzleSource::B, SwizzleSource::A);
current_swizzle =
EncodeSwizzle(SwizzleSource::R, SwizzleSource::G, SwizzleSource::B, SwizzleSource::A);
}
CachedSurfaceView::~CachedSurfaceView() = default;
@ -449,25 +456,35 @@ void CachedSurfaceView::Attach(GLenum attachment, GLenum target) const {
void CachedSurfaceView::ApplySwizzle(SwizzleSource x_source, SwizzleSource y_source,
SwizzleSource z_source, SwizzleSource w_source) {
u32 new_swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
if (new_swizzle == swizzle)
const u32 new_swizzle = EncodeSwizzle(x_source, y_source, z_source, w_source);
if (current_swizzle == new_swizzle) {
return;
swizzle = new_swizzle;
const std::array gl_swizzle = {GetSwizzleSource(x_source), GetSwizzleSource(y_source),
GetSwizzleSource(z_source), GetSwizzleSource(w_source)};
}
current_swizzle = new_swizzle;
std::array swizzle{x_source, y_source, z_source, w_source};
const GLuint handle = GetTexture();
const PixelFormat format = surface.GetSurfaceParams().pixel_format;
switch (format) {
switch (const PixelFormat format = surface.GetSurfaceParams().pixel_format) {
case PixelFormat::S8Z24:
case PixelFormat::Z24S8:
case PixelFormat::Z32FS8:
case PixelFormat::S8Z24:
UNIMPLEMENTED_IF(x_source != SwizzleSource::R && x_source != SwizzleSource::G);
glTextureParameteri(handle, GL_DEPTH_STENCIL_TEXTURE_MODE,
GetComponent(format, x_source == SwizzleSource::R));
break;
default:
// Make sure we sample the first component
std::transform(swizzle.begin(), swizzle.end(), swizzle.begin(), [](SwizzleSource value) {
return value == SwizzleSource::G ? SwizzleSource::R : value;
});
[[fallthrough]];
default: {
const std::array gl_swizzle = {GetSwizzleSource(swizzle[0]), GetSwizzleSource(swizzle[1]),
GetSwizzleSource(swizzle[2]), GetSwizzleSource(swizzle[3])};
glTextureParameteriv(handle, GL_TEXTURE_SWIZZLE_RGBA, gl_swizzle.data());
break;
}
}
}
OGLTextureView CachedSurfaceView::CreateTextureView() const {

View File

@ -110,14 +110,6 @@ public:
}
private:
u32 EncodeSwizzle(Tegra::Texture::SwizzleSource x_source,
Tegra::Texture::SwizzleSource y_source,
Tegra::Texture::SwizzleSource z_source,
Tegra::Texture::SwizzleSource w_source) const {
return (static_cast<u32>(x_source) << 24) | (static_cast<u32>(y_source) << 16) |
(static_cast<u32>(z_source) << 8) | static_cast<u32>(w_source);
}
OGLTextureView CreateTextureView() const;
CachedSurface& surface;
@ -125,7 +117,7 @@ private:
GLenum format{};
OGLTextureView texture_view;
u32 swizzle{};
u32 current_swizzle{};
bool is_proxy{};
};