add depth to color copy

Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
This commit is contained in:
nmzik
2026-10-11 08:08:50 +02:00
parent 65144ce4ac
commit 1029511bbc
5 changed files with 85 additions and 2 deletions
@@ -1029,12 +1029,71 @@ static void EmitDrawPrimitives(const HW::UserConfig& ucfg, vk::CommandBuffer vk_
}
}
bool RenderExecutor::CopyDepthToColor(CommandBuffer& buffer, const DrawCallInfo& draw,
const DrawEmitInfo& emit, DrawRenderState& state) {
if (!buffer.GetRegisters().GetRenderControl().copy_depth_to_color) {
return false;
}
auto& ucfg = buffer.GetUserConfig();
const auto& hw = buffer.GetRegisters();
auto& depth = state.depth_info;
auto& color = state.color_info[0];
EXIT_NOT_IMPLEMENTED(!m_context.GetGraphics().depth_color_copy_enabled ||
!Prospero::IsRectList(ucfg.GetPrimType()) ||
draw.IsIndexed() || draw.index_count != 3 || draw.instance_count != 1 ||
emit.first_vertex != 0 || emit.first_instance != 0 ||
state.color_count != 1 || color.target_slot != 0 || !depth.image_id ||
color.desc.info.samples != 1 ||
depth.desc.info.extent.width != color.Extent().width ||
depth.desc.info.extent.height != color.Extent().height ||
depth.desc.view_info.layer_count != 1 ||
color.desc.view_info.layer_count != 1 ||
hw.GetBlendControl(0).enable || state.ps_input_info.ps_pixel_kill_enable ||
state.ps_input_info.ps_depth_export_enable ||
state.ps_input_info.ps_sample_mask_export_enable);
vk::ImageAspectFlags feedback;
const auto rendering = AcquireRenderTargets(buffer, &color, 1, depth, feedback);
if (depth.depth_load_clear_enable) {
m_context.GetCommandScheduler().BeginRendering(rendering);
}
auto& cache = m_context.GetTextureCache();
auto& source = cache.GetImage(depth.image_id);
auto& destination = cache.GetImage(color.image_id);
EXIT_NOT_IMPLEMENTED((source.backing.format != vk::Format::eD32Sfloat &&
source.backing.format != vk::Format::eD32SfloatS8Uint) ||
destination.backing.format != vk::Format::eR32Sfloat);
const auto rect = calc_final_scissor(hw.GetScreenViewport(), hw.GetScanModeControl(),
{rendering.width, rendering.height}, 0);
if (rect.right > rect.left && rect.bottom > rect.top) {
const vk::ImageCopy region {
{vk::ImageAspectFlagBits::eDepth, depth.desc.view_info.base_level,
depth.desc.view_info.base_layer, 1}, {rect.left, rect.top, 0},
{vk::ImageAspectFlagBits::eColor, color.desc.view_info.base_level,
color.desc.view_info.base_layer, 1}, {rect.left, rect.top, 0},
{static_cast<uint32_t>(rect.right - rect.left),
static_cast<uint32_t>(rect.bottom - rect.top), 1}};
m_context.GetCommandScheduler().EndRendering();
const auto command = buffer.Handle();
source.Transit(vk::ImageLayout::eTransferSrcOptimal, vk::AccessFlagBits2::eTransferRead,
{}, command);
destination.Transit(vk::ImageLayout::eTransferDstOptimal,
vk::AccessFlagBits2::eTransferWrite, {}, command);
command.copyImage(source.backing.image, vk::ImageLayout::eTransferSrcOptimal,
destination.backing.image, vk::ImageLayout::eTransferDstOptimal,
1, &region);
}
return true;
}
void RenderExecutor::ExecutePreparedDraw(uint64_t submit_id, CommandBuffer& buffer,
const DrawCallInfo& draw, DrawRenderState& state,
vk::PrimitiveTopology topology, const DrawEmitInfo& emit,
const DrawIndexBufferSource& index_source,
bool primitive_restart_enable) {
auto& ucfg = buffer.GetUserConfig();
if (CopyDepthToColor(buffer, draw, emit, state)) {
return;
}
const auto vertex_stages =
std::span {state.vertex_info.data(), state.programs.VertexStageCount()};
const bool mesh_active = state.vertex_info[0].stage.program->stage == ShaderType::Mesh;