mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-26 00:05:58 +03:00
[PR #2871] [MERGED] vk_presenter: Use correct format and swizzle for output frame image view. #3043
Labels
No labels
Bloodborne
bug
contributor wanted
documentation
enhancement
frontend
good first issue
help wanted
linux
pull-request
question
release
verification progress
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
starred/shadPS4#3043
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/2871
Author: @squidbus
Created: 5/2/2025
Status: ✅ Merged
Merged: 5/2/2025
Merged by: @squidbus
Base:
main← Head:frame-fix📝 Commits (1)
5a58ec1vk_presenter: Use correct format for output frame image and view.📊 Changes
3 files changed (+29 additions, -8 deletions)
View changed files
📝
src/video_core/renderer_vulkan/vk_presenter.cpp(+20 -2)📝
src/video_core/renderer_vulkan/vk_presenter.h(+5 -3)📝
src/video_core/texture_cache/image_info.cpp(+4 -3)📄 Description
Video out frames can have some versions of formats that are not present for other images, for example BGRA Srgb instead of RGBA Srgb. In cases like this the texture cache will likely contain the RGBA version, especially if exact format was requested by a resolve operation. To handle this, use Vulkan formats for video out frames consistent with other supported GPU formats, and perform any required swizzle in the frame image view. This basically reverses the swizzle that games do when rendering to BGRA for the final frame.
Should fix inverted colors in several games: https://github.com/shadps4-emu/shadPS4/issues/2650
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.