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authorZephyron <zephyron@citron-emu.org>2025-02-03 17:17:22 +1000
committerMrPurple666 <antoniosacramento666usa@gmail.com>2025-04-11 17:05:41 -0300
commit45683a4034849fdf3bc8ca52592ddc2ee4e804c5 (patch)
tree3aaa6fa814bea2d08c2f9a5696a7f80fee744fa4 /src/video_core/host_shaders
parent3e835ac3aa05767bb8fcd9944d462233e7d20c7a (diff)
video_core/vulkan: Improve texture format conversion handling
Refactors and improves the texture format conversion system in the Vulkan renderer: - Adds proper sRGB to linear conversion for depth formats - Improves shader accuracy for ABGR8 SRGB to D24S8 conversion - Adds gamma correction and proper depth range clamping - Moves GetSupportedFormat implementation to header - Cleans up format conversion switch statement - Removes redundant format conversion paths The changes improve accuracy when converting between color and depth formats, particularly for sRGB sources. The shader improvements ensure proper gamma correction and depth range handling. Technical changes: - Improves sRGB to linear conversion in fragment shader - Adds proper depth value clamping - Consolidates format conversion logic - Removes duplicate GetSupportedFormat implementation
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/convert_abgr8_srgb_to_d24s8.frag17
1 files changed, 11 insertions, 6 deletions
diff --git a/src/video_core/host_shaders/convert_abgr8_srgb_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_srgb_to_d24s8.frag
index 48fcb18c04..96c08aae4d 100644
--- a/src/video_core/host_shaders/convert_abgr8_srgb_to_d24s8.frag
+++ b/src/video_core/host_shaders/convert_abgr8_srgb_to_d24s8.frag
@@ -6,27 +6,32 @@
layout(binding = 0) uniform sampler2D color_texture;
-// Efficient sRGB to linear conversion
+// More accurate sRGB to linear conversion
float srgbToLinear(float srgb) {
- return srgb <= 0.04045 ?
- srgb / 12.92 :
- pow((srgb + 0.055) / 1.055, 2.4);
+ if (srgb <= 0.04045) {
+ return srgb / 12.92;
+ } else {
+ return pow((srgb + 0.055) / 1.055, 2.4);
+ }
}
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 srgbColor = texelFetch(color_texture, coord, 0);
- // Convert RGB components to linear space
+ // Convert sRGB to linear space with proper gamma correction
vec3 linearColor = vec3(
srgbToLinear(srgbColor.r),
srgbToLinear(srgbColor.g),
srgbToLinear(srgbColor.b)
);
- // Calculate luminance using standard coefficients
+ // Use standard luminance coefficients
float luminance = dot(linearColor, vec3(0.2126, 0.7152, 0.0722));
+ // Ensure proper depth range
+ luminance = clamp(luminance, 0.0, 1.0);
+
// Convert to 24-bit depth value
uint depth_val = uint(luminance * float(0xFFFFFF));