From 9568d3bc60c428cd7e13ef67cc50cfdbdc7a7c8f Mon Sep 17 00:00:00 2001
From: Squall-Leonhart <danialhorton@hotmail.com>
Date: Wed, 4 Oct 2023 19:07:05 +1100
Subject: [PATCH] Implements D32_Float to A8B8G8R8_UNORM format copy

Corrects some visual issues in games such as Disney SpeedStorm
---
 src/video_core/host_shaders/CMakeLists.txt         |  1 +
 .../host_shaders/convert_d32f_to_abgr8.frag        | 14 ++++++++++++++
 src/video_core/renderer_vulkan/blit_image.cpp      |  9 +++++++++
 src/video_core/renderer_vulkan/blit_image.h        |  4 ++++
 .../renderer_vulkan/vk_texture_cache.cpp           |  3 +++
 5 files changed, 31 insertions(+)
 create mode 100644 src/video_core/host_shaders/convert_d32f_to_abgr8.frag

diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index 6b912027f..8bb429578 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -19,6 +19,7 @@ set(SHADER_FILES
     block_linear_unswizzle_2d.comp
     block_linear_unswizzle_3d.comp
     convert_abgr8_to_d24s8.frag
+    convert_d32f_to_abgr8.frag
     convert_d24s8_to_abgr8.frag
     convert_depth_to_float.frag
     convert_float_to_depth.frag
diff --git a/src/video_core/host_shaders/convert_d32f_to_abgr8.frag b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
new file mode 100644
index 000000000..b7012a61d
--- /dev/null
+++ b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
@@ -0,0 +1,14 @@
+// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 450
+
+layout(binding = 0) uniform sampler2D depth_tex;
+
+layout(location = 0) out vec4 color;
+
+void main() {
+    ivec2 coord = ivec2(gl_FragCoord.xy);
+    float depth = textureLod(depth_tex, coord, 0).r;
+    color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color
+}
diff --git a/src/video_core/renderer_vulkan/blit_image.cpp b/src/video_core/renderer_vulkan/blit_image.cpp
index 1032c9d12..b971973dc 100644
--- a/src/video_core/renderer_vulkan/blit_image.cpp
+++ b/src/video_core/renderer_vulkan/blit_image.cpp
@@ -8,6 +8,7 @@
 #include "common/settings.h"
 #include "video_core/host_shaders/blit_color_float_frag_spv.h"
 #include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
+#include "video_core/host_shaders/convert_d32f_to_abgr8_frag_spv.h"
 #include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
 #include "video_core/host_shaders/convert_depth_to_float_frag_spv.h"
 #include "video_core/host_shaders/convert_float_to_depth_frag_spv.h"
@@ -433,6 +434,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
       convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
       convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
       convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
+      convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)),
       convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
       convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
       linear_sampler(device.GetLogical().CreateSampler(SAMPLER_CREATE_INFO<VK_FILTER_LINEAR>)),
@@ -557,6 +559,13 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
     Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view);
 }
 
+void BlitImageHelper::ConvertD32FToABGR8(const Framebuffer* dst_framebuffer,
+                                        ImageView& src_image_view) {
+    ConvertPipelineColorTargetEx(convert_d32f_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
+                                 convert_d32f_to_abgr8_frag);
+    ConvertDepthStencil(*convert_d32f_to_abgr8_pipeline, dst_framebuffer, src_image_view);
+}
+
 void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
                                           ImageView& src_image_view) {
     ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
diff --git a/src/video_core/renderer_vulkan/blit_image.h b/src/video_core/renderer_vulkan/blit_image.h
index dcfe217aa..a032c71fb 100644
--- a/src/video_core/renderer_vulkan/blit_image.h
+++ b/src/video_core/renderer_vulkan/blit_image.h
@@ -67,6 +67,8 @@ public:
 
     void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
 
+    void ConvertD32FToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
+
     void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
 
     void ConvertS8D24ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view);
@@ -128,6 +130,7 @@ private:
     vk::ShaderModule convert_depth_to_float_frag;
     vk::ShaderModule convert_float_to_depth_frag;
     vk::ShaderModule convert_abgr8_to_d24s8_frag;
+    vk::ShaderModule convert_d32f_to_abgr8_frag;
     vk::ShaderModule convert_d24s8_to_abgr8_frag;
     vk::ShaderModule convert_s8d24_to_abgr8_frag;
     vk::Sampler linear_sampler;
@@ -146,6 +149,7 @@ private:
     vk::Pipeline convert_d16_to_r16_pipeline;
     vk::Pipeline convert_r16_to_d16_pipeline;
     vk::Pipeline convert_abgr8_to_d24s8_pipeline;
+    vk::Pipeline convert_d32f_to_abgr8_pipeline;
     vk::Pipeline convert_d24s8_to_abgr8_pipeline;
     vk::Pipeline convert_s8d24_to_abgr8_pipeline;
 };
diff --git a/src/video_core/renderer_vulkan/vk_texture_cache.cpp b/src/video_core/renderer_vulkan/vk_texture_cache.cpp
index 71fdec809..f02d3e8b8 100644
--- a/src/video_core/renderer_vulkan/vk_texture_cache.cpp
+++ b/src/video_core/renderer_vulkan/vk_texture_cache.cpp
@@ -1200,6 +1200,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
         if (src_view.format == PixelFormat::D24_UNORM_S8_UINT) {
             return blit_image_helper.ConvertS8D24ToABGR8(dst, src_view);
         }
+        if (src_view.format == PixelFormat::D32_FLOAT) {
+            return blit_image_helper.ConvertD32FToABGR8(dst, src_view);
+        }
         break;
     case PixelFormat::R32_FLOAT:
         if (src_view.format == PixelFormat::D32_FLOAT) {