rsx: Texture fixes

- gl/vk: Fix subresource copy/blit
- gl/vk: Fix default_component_map reading
- vk: Reimplement cell readback path and improve software channel decoder
- Properly name the subresource layout field - its in blocks not bytes!
- Implement d24s8 upload from memory correctly
- Do not ignore DEPTH_FLOAT textures - they are depth textures and abide by the depth compare rules
- NOTE: Redirection of 16-bit textures is not implemented yet
This commit is contained in:
kd-11 2018-04-13 23:59:29 +03:00 committed by kd-11
parent 63d9cb37ec
commit a42b00488d
15 changed files with 591 additions and 557 deletions

View file

@ -67,7 +67,7 @@ namespace gl
case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
case CELL_GCM_TEXTURE_G8B8: return std::make_tuple(GL_RG, GL_UNSIGNED_BYTE);
case CELL_GCM_TEXTURE_R6G5B5: return std::make_tuple(GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
case CELL_GCM_TEXTURE_DEPTH24_D8: return std::make_tuple(GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE);
case CELL_GCM_TEXTURE_DEPTH24_D8: return std::make_tuple(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT, GL_FLOAT);
case CELL_GCM_TEXTURE_DEPTH16: return std::make_tuple(GL_DEPTH_COMPONENT, GL_SHORT);
case CELL_GCM_TEXTURE_DEPTH16_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT, GL_HALF_FLOAT);
@ -254,7 +254,8 @@ namespace gl
glSamplerParameteri(samplerHandle, GL_TEXTURE_MAG_FILTER, tex_mag_filter(tex.mag_filter()));
const u32 texture_format = tex.format() & ~(CELL_GCM_TEXTURE_UN | CELL_GCM_TEXTURE_LN);
if (texture_format == CELL_GCM_TEXTURE_DEPTH16 || texture_format == CELL_GCM_TEXTURE_DEPTH24_D8)
if (texture_format == CELL_GCM_TEXTURE_DEPTH16 || texture_format == CELL_GCM_TEXTURE_DEPTH24_D8 ||
texture_format == CELL_GCM_TEXTURE_DEPTH16_FLOAT || texture_format == CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT)
{
//NOTE: The stored texture function is reversed wrt the textureProj compare function
GLenum compare_mode = (GLenum)tex.zfunc() | GL_NEVER;
@ -321,10 +322,6 @@ namespace gl
case CELL_GCM_TEXTURE_R6G5B5:
case CELL_GCM_TEXTURE_R5G6B5:
case CELL_GCM_TEXTURE_A8R8G8B8: // TODO
case CELL_GCM_TEXTURE_DEPTH24_D8:
case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT:
case CELL_GCM_TEXTURE_DEPTH16:
case CELL_GCM_TEXTURE_DEPTH16_FLOAT:
case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
case CELL_GCM_TEXTURE_COMPRESSED_DXT23:
case CELL_GCM_TEXTURE_COMPRESSED_DXT45:
@ -332,6 +329,12 @@ namespace gl
case ~(CELL_GCM_TEXTURE_UN | CELL_GCM_TEXTURE_LN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
return{ GL_ALPHA, GL_RED, GL_GREEN, GL_BLUE };
case CELL_GCM_TEXTURE_DEPTH24_D8:
case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT:
case CELL_GCM_TEXTURE_DEPTH16:
case CELL_GCM_TEXTURE_DEPTH16_FLOAT:
return{ GL_RED, GL_RED, GL_RED, GL_RED };
case CELL_GCM_TEXTURE_A4R4G4B4:
return{ GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
@ -574,6 +577,7 @@ namespace gl
glBindTexture(target, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);