gl_rasterizer_cache: Implement G8R8S format.
- Used by Super Mario Odyssey.
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2 changed files with 49 additions and 34 deletions
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@ -119,7 +119,8 @@ static constexpr std::array<FormatTuple, SurfaceParams::MaxPixelFormat> tex_form
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{GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, ComponentType::UNorm,
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true}, // BC7U
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // ASTC_2D_4X4
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // G8R8
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{GL_RG8, GL_RG, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // G8R8U
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{GL_RG8, GL_RG, GL_BYTE, ComponentType::SNorm, false}, // G8R8S
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{GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE, ComponentType::UNorm, false}, // BGRA8
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{GL_RGBA32F, GL_RGBA, GL_FLOAT, ComponentType::Float, false}, // RGBA32F
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{GL_RG32F, GL_RG, GL_FLOAT, ComponentType::Float, false}, // RG32F
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@ -260,7 +261,8 @@ static constexpr std::array<void (*)(u32, u32, u32, std::vector<u8>&, Tegra::GPU
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MortonCopy<true, PixelFormat::DXN2SNORM>,
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MortonCopy<true, PixelFormat::BC7U>,
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MortonCopy<true, PixelFormat::ASTC_2D_4X4>,
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MortonCopy<true, PixelFormat::G8R8>,
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MortonCopy<true, PixelFormat::G8R8U>,
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MortonCopy<true, PixelFormat::G8R8S>,
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MortonCopy<true, PixelFormat::BGRA8>,
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MortonCopy<true, PixelFormat::RGBA32F>,
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MortonCopy<true, PixelFormat::RG32F>,
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@ -315,7 +317,8 @@ static constexpr std::array<void (*)(u32, u32, u32, std::vector<u8>&, Tegra::GPU
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nullptr,
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nullptr,
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nullptr,
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MortonCopy<false, PixelFormat::G8R8>,
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MortonCopy<false, PixelFormat::G8R8U>,
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MortonCopy<false, PixelFormat::G8R8S>,
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MortonCopy<false, PixelFormat::BGRA8>,
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MortonCopy<false, PixelFormat::RGBA32F>,
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MortonCopy<false, PixelFormat::RG32F>,
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@ -461,7 +464,7 @@ static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height) {
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}
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static void ConvertG8R8ToR8G8(std::vector<u8>& data, u32 width, u32 height) {
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const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::G8R8)};
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const auto bpp{CachedSurface::GetGLBytesPerPixel(PixelFormat::G8R8U)};
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for (size_t y = 0; y < height; ++y) {
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for (size_t x = 0; x < width; ++x) {
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const size_t offset{bpp * (y * width + x)};
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@ -493,7 +496,8 @@ static void ConvertFormatAsNeeded_LoadGLBuffer(std::vector<u8>& data, PixelForma
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ConvertS8Z24ToZ24S8(data, width, height);
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break;
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case PixelFormat::G8R8:
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case PixelFormat::G8R8U:
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case PixelFormat::G8R8S:
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// Convert the G8R8 color format to R8G8, as OpenGL does not support G8R8.
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ConvertG8R8ToR8G8(data, width, height);
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break;
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@ -43,36 +43,37 @@ struct SurfaceParams {
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DXN2SNORM = 17,
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BC7U = 18,
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ASTC_2D_4X4 = 19,
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G8R8 = 20,
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BGRA8 = 21,
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RGBA32F = 22,
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RG32F = 23,
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R32F = 24,
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R16F = 25,
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R16UNORM = 26,
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R16S = 27,
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R16UI = 28,
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R16I = 29,
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RG16 = 30,
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RG16F = 31,
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RG16UI = 32,
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RG16I = 33,
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RG16S = 34,
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RGB32F = 35,
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SRGBA8 = 36,
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RG8U = 37,
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RG8S = 38,
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RG32UI = 39,
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R32UI = 40,
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G8R8U = 20,
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G8R8S = 21,
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BGRA8 = 22,
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RGBA32F = 23,
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RG32F = 24,
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R32F = 25,
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R16F = 26,
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R16UNORM = 27,
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R16S = 28,
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R16UI = 29,
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R16I = 30,
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RG16 = 31,
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RG16F = 32,
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RG16UI = 33,
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RG16I = 34,
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RG16S = 35,
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RGB32F = 36,
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SRGBA8 = 37,
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RG8U = 38,
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RG8S = 39,
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RG32UI = 40,
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R32UI = 41,
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MaxColorFormat,
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// DepthStencil formats
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Z24S8 = 41,
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S8Z24 = 42,
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Z32F = 43,
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Z16 = 44,
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Z32FS8 = 45,
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Z24S8 = 42,
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S8Z24 = 43,
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Z32F = 44,
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Z16 = 45,
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Z32FS8 = 46,
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MaxDepthStencilFormat,
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@ -130,7 +131,8 @@ struct SurfaceParams {
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4, // DXN2SNORM
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4, // BC7U
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4, // ASTC_2D_4X4
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1, // G8R8
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1, // G8R8U
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1, // G8R8S
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1, // BGRA8
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1, // RGBA32F
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1, // RG32F
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@ -187,7 +189,8 @@ struct SurfaceParams {
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128, // DXN2SNORM
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128, // BC7U
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32, // ASTC_2D_4X4
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16, // G8R8
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16, // G8R8U
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16, // G8R8S
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32, // BGRA8
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128, // RGBA32F
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64, // RG32F
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@ -341,7 +344,15 @@ struct SurfaceParams {
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static_cast<u32>(component_type));
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UNREACHABLE();
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case Tegra::Texture::TextureFormat::G8R8:
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return PixelFormat::G8R8;
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switch (component_type) {
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case Tegra::Texture::ComponentType::UNORM:
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return PixelFormat::G8R8U;
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case Tegra::Texture::ComponentType::SNORM:
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return PixelFormat::G8R8S;
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}
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LOG_CRITICAL(HW_GPU, "Unimplemented component_type={}",
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static_cast<u32>(component_type));
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UNREACHABLE();
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case Tegra::Texture::TextureFormat::R16_G16_B16_A16:
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return PixelFormat::RGBA16F;
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case Tegra::Texture::TextureFormat::BF10GF11RF11:
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