Make depth readback through the "color path" work on all backends except D3D9

This commit is contained in:
Henrik Rydgård 2023-02-03 20:53:49 +01:00
parent 4402530ca7
commit 23c8a79473
6 changed files with 14 additions and 35 deletions

View file

@ -80,6 +80,7 @@ FramebufferManagerCommon::~FramebufferManagerCommon() {
bvfbs_.clear();
delete presentation_;
delete[] convBuf_;
}
void FramebufferManagerCommon::Init(int msaaLevel) {
@ -2769,18 +2770,6 @@ void FramebufferManagerCommon::ReadbackFramebufferSync(VirtualFramebuffer *vfb,
gpuStats.numReadbacks++;
}
bool FramebufferManagerCommon::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) {
Draw::DataFormat destFormat = GEFormatToThin3D(GE_FORMAT_DEPTH16);
if (w != destW || h != destH) {
// This path can't handle stretch blits. That's fine, this path is going away later.
return false;
}
// TODO: Apply depth scale factors if we don't have depth clamp.
return draw_->CopyFramebufferToMemorySync(fbo, Draw::FB_DEPTH_BIT, x, y, w, h, destFormat, pixels, pixelsStride, "ReadbackDepthbufferSync");
}
bool FramebufferManagerCommon::ReadbackStencilbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride) {
return draw_->CopyFramebufferToMemorySync(fbo, Draw::FB_DEPTH_BIT, x, y, w, h, Draw::DataFormat::S8, pixels, pixelsStride, "ReadbackStencilbufferSync");
}

View file

@ -601,4 +601,8 @@ protected:
Draw2D draw2D_;
// The fragment shaders are "owned" by the pipelines since they're 1:1.
// Depth readback helper state
u8 *convBuf_ = nullptr;
u32 convBufSize_ = 0;
};

View file

@ -21,10 +21,6 @@
#include <d3d9.h>
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
@ -38,5 +34,6 @@ public:
~FramebufferManagerDX9();
protected:
// TODO: The non-color path of FramebufferManagerCommon::ReadbackDepthbufferSync seems to work just as well.
bool ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) override;
};

View file

@ -28,9 +28,8 @@
#include "Common/GPU/ShaderWriter.h"
static const InputDef inputs[2] = {
static const InputDef vs_inputs[] = {
{ "vec2", "a_position", Draw::SEM_POSITION },
{ "vec2", "a_texcoord0", Draw::SEM_TEXCOORD0 },
};
struct DepthUB {
@ -39,7 +38,7 @@ struct DepthUB {
float u_depthTo8[4];
};
const UniformDef depthUniforms[3] = {
const UniformDef depthUniforms[] = {
{ "vec4", "u_depthFactor", 0 },
{ "vec4", "u_depthShift", 1},
{ "vec4", "u_depthTo8", 2},
@ -51,18 +50,18 @@ const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), {
{ "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 },
} };
static const SamplerDef samplers[1] = {
{ 0, "tex", SamplerFlags::ARRAY_ON_VULKAN },
static const SamplerDef samplers[] = {
{ 0, "tex" },
};
static const VaryingDef varyings[1] = {
static const VaryingDef varyings[] = {
{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
};
void GenerateDepthDownloadFs(ShaderWriter &writer) {
writer.DeclareSamplers(samplers);
writer.BeginFSMain(depthUniforms, varyings);
writer.C(" float depth = texture2D(tex, v_texcoord).r;\n");
writer.C(" float depth = ").SampleTexture2D("tex", "v_texcoord").C(".r; \n");
// At this point, clamped maps [0, 1] to [0, 65535].
writer.C(" float clamped = clamp((depth + u_depthFactor.x) * u_depthFactor.y, 0.0, 1.0);\n");
writer.C(" vec4 enc = u_depthShift * clamped;\n");
@ -72,7 +71,7 @@ void GenerateDepthDownloadFs(ShaderWriter &writer) {
}
void GenerateDepthDownloadVs(ShaderWriter &writer) {
writer.BeginVSMain(inputs, Slice<UniformDef>::empty(), varyings);
writer.BeginVSMain(vs_inputs, Slice<UniformDef>::empty(), varyings);
writer.C("v_texcoord = a_position * 2.0;\n");
writer.C("gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);");
writer.EndVSMain(varyings);
@ -166,7 +165,7 @@ static Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const cha
return pipeline;
}
bool FramebufferManagerGLES::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) {
bool FramebufferManagerCommon::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) {
using namespace Draw;
if (!fbo) {

View file

@ -45,10 +45,6 @@ FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw) :
presentation_->SetLanguage(draw_->GetShaderLanguageDesc().shaderLanguage);
}
FramebufferManagerGLES::~FramebufferManagerGLES() {
delete[] convBuf_;
}
void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
_assert_msg_(nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");

View file

@ -29,7 +29,6 @@ class GLRProgram;
class FramebufferManagerGLES : public FramebufferManagerCommon {
public:
FramebufferManagerGLES(Draw::DrawContext *draw);
~FramebufferManagerGLES();
void NotifyDisplayResized() override;
@ -37,10 +36,5 @@ public:
protected:
void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
bool ReadbackDepthbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint16_t *pixels, int pixelsStride, int destW, int destH) override;
bool ReadbackStencilbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride) override;
private:
u8 *convBuf_ = nullptr;
u32 convBufSize_ = 0;
};