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d3d12: Fix some texture format swizzles.
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3aafb60629
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0b435afd1d
@ -168,9 +168,11 @@ size_t D3D12GSRender::UploadTextures()
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ID3D12Resource *vramTexture;
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std::unordered_map<u32, ID3D12Resource* >::const_iterator ItRTT = m_rtts.m_renderTargets.find(texaddr);
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std::unordered_map<u32, ID3D12Resource* >::const_iterator ItCache = m_texturesCache.find(texaddr);
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bool isRenderTarget = false;
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if (ItRTT != m_rtts.m_renderTargets.end())
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{
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vramTexture = ItRTT->second;
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isRenderTarget = true;
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}
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else if (ItCache != m_texturesCache.end())
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{
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@ -274,6 +276,57 @@ size_t D3D12GSRender::UploadTextures()
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Format = dxgiFormat;
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srvDesc.Texture2D.MipLevels = 1;
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switch (format)
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{
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case CELL_GCM_TEXTURE_A1R5G5B5:
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case CELL_GCM_TEXTURE_A4R4G4B4:
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case CELL_GCM_TEXTURE_R5G6B5:
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case CELL_GCM_TEXTURE_G8B8:
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case CELL_GCM_TEXTURE_R6G5B5:
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case CELL_GCM_TEXTURE_DEPTH24_D8:
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case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT:
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case CELL_GCM_TEXTURE_DEPTH16:
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case CELL_GCM_TEXTURE_DEPTH16_FLOAT:
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case CELL_GCM_TEXTURE_X16:
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case CELL_GCM_TEXTURE_Y16_X16:
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case CELL_GCM_TEXTURE_R5G5B5A1:
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case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
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case CELL_GCM_TEXTURE_X32_FLOAT:
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case CELL_GCM_TEXTURE_D1R5G5B5:
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
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case CELL_GCM_TEXTURE_COMPRESSED_HILO8:
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case CELL_GCM_TEXTURE_COMPRESSED_HILO_S8:
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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default:
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LOG_ERROR(RSX, "Unimplemented Texture format : %x", format);
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8:
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{
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const int RemapValue[4] =
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{
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
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};
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u8 remap_a = m_textures[i].GetRemap() & 0x3;
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u8 remap_r = (m_textures[i].GetRemap() >> 2) & 0x3;
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u8 remap_g = (m_textures[i].GetRemap() >> 4) & 0x3;
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u8 remap_b = (m_textures[i].GetRemap() >> 6) & 0x3;
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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RemapValue[remap_a],
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RemapValue[remap_r],
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RemapValue[remap_g],
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RemapValue[remap_b]);
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break;
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}
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case CELL_GCM_TEXTURE_A8R8G8B8:
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{
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const int RemapValue[4] =
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{
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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@ -281,17 +334,41 @@ size_t D3D12GSRender::UploadTextures()
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0
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};
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if (format != CELL_GCM_TEXTURE_B8 && format != CELL_GCM_TEXTURE_X16 && format != CELL_GCM_TEXTURE_X32_FLOAT)
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{
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u8 remap_a = m_textures[i].GetRemap() & 0x3;
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u8 remap_r = (m_textures[i].GetRemap() >> 2) & 0x3;
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u8 remap_g = (m_textures[i].GetRemap() >> 4) & 0x3;
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u8 remap_b = (m_textures[i].GetRemap() >> 6) & 0x3;
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(RemapValue[remap_a], RemapValue[remap_r], RemapValue[remap_g], RemapValue[remap_b]);
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}
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if (isRenderTarget)
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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else
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(RemapValue[0], RemapValue[1], RemapValue[2], RemapValue[3]);
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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RemapValue[remap_a],
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RemapValue[remap_r],
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RemapValue[remap_g],
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RemapValue[remap_b]);
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break;
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}
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case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
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case CELL_GCM_TEXTURE_COMPRESSED_DXT23:
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case CELL_GCM_TEXTURE_COMPRESSED_DXT45:
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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case CELL_GCM_TEXTURE_B8:
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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case CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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break;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += (m_perFrameStorage.m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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