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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 02:32:36 +01:00

vk: Rework format feature validation

- Requirements have changed a lot over the years. We no longer blit Z formats around for example because they never support linear filtering
- Removing some unused requirements allows more hardware to be usable
This commit is contained in:
kd-11 2022-01-23 14:30:21 +03:00 committed by kd-11
parent 8c2fd50957
commit 1fa82eec89

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@ -938,36 +938,42 @@ namespace vk
gpu_formats_support get_optimal_tiling_supported_formats(const physical_device& dev)
{
const auto test_format_features = [&dev](VkFormat format, VkFlags required_features, VkBool32 linear_features) -> bool
{
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(dev, format, &props);
const auto supported_features_mask = (linear_features) ? props.linearTilingFeatures : props.optimalTilingFeatures;
return (supported_features_mask & required_features) == required_features;
};
gpu_formats_support result = {};
const VkFlags required_zbuffer_features = (VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
const VkFlags required_colorbuffer_features = (VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_BLIT_SRC_BIT | VK_FORMAT_FEATURE_BLIT_DST_BIT);
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(dev, VK_FORMAT_D24_UNORM_S8_UINT, &props);
result.d24_unorm_s8 = !!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) && !!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) &&
!!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT) && !!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT);
vkGetPhysicalDeviceFormatProperties(dev, VK_FORMAT_D32_SFLOAT_S8_UINT, &props);
result.d32_sfloat_s8 = !!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) && !!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) &&
!!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT);
// Check supported depth formats
result.d24_unorm_s8 = test_format_features(VK_FORMAT_D24_UNORM_S8_UINT, required_zbuffer_features, VK_FALSE);
result.d32_sfloat_s8 = test_format_features(VK_FORMAT_D32_SFLOAT_S8_UINT, required_zbuffer_features, VK_FALSE);
// Hide d24_s8 if force high precision z buffer is enabled
if (g_cfg.video.force_high_precision_z_buffer && result.d32_sfloat_s8)
{
result.d24_unorm_s8 = false;
}
// Checks if BGRA8 images can be used for blitting
vkGetPhysicalDeviceFormatProperties(dev, VK_FORMAT_B8G8R8A8_UNORM, &props);
result.bgra8_linear = !!(props.linearTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT);
// Checks if linear BGRA8 images can be used for present
result.bgra8_linear = test_format_features(VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_FEATURE_BLIT_SRC_BIT, VK_TRUE);
// Check if device supports RGBA8 format
vkGetPhysicalDeviceFormatProperties(dev, VK_FORMAT_R8G8B8A8_UNORM, &props);
if (!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) || !(props.optimalTilingFeatures & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) ||
!(props.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT))
// Check if device supports RGBA8 format for rendering
if (!test_format_features(VK_FORMAT_R8G8B8A8_UNORM, required_colorbuffer_features, VK_FALSE))
{
// Non-fatal. Most games use BGRA layout due to legacy reasons as old GPUs typically supported BGRA and RGBA was emulated.
rsx_log.error("Your GPU and/or driver does not support RGBA8 format. This can cause problems in some rare games that use this memory layout.");
}
result.argb8_linear = !!(props.linearTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT);
// Check if linear RGBA8 images can be used for present
result.argb8_linear = test_format_features(VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_FEATURE_BLIT_SRC_BIT, VK_TRUE);
return result;
}