10 changed files with 73 additions and 195 deletions
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4src/video_core/host_shaders/CMakeLists.txt
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27src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
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32src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
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22src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
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19src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
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98src/video_core/renderer_vulkan/blit_image.cpp
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25src/video_core/renderer_vulkan/blit_image.h
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30src/video_core/renderer_vulkan/vk_texture_cache.cpp
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3src/video_core/renderer_vulkan/vk_texture_cache.h
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8src/video_core/texture_cache/texture_cache.h
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// Copyright 2021 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#version 450 |
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#extension GL_ARB_shader_stencil_export : require |
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layout(binding = 0) uniform sampler2D color_texture; |
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uint conv_from_float(float value_f, uint mantissa_bits) { |
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uint value = floatBitsToInt(value_f); |
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uint exp = (value >> 23) & 0x1Fu; |
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uint mantissa_shift = 32u - mantissa_bits; |
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uint mantissa = (value << 9u) >> mantissa_shift; |
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return (exp << mantissa_bits) | mantissa; |
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} |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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vec4 color = texelFetch(color_texture, coord, 0).rgba; |
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uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21) |
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| (conv_from_float(color.g, 6u) << 10) |
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| conv_from_float(color.b, 5u); |
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gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); |
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gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); |
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} |
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// Copyright 2021 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#version 450 |
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layout(binding = 0) uniform sampler2D depth_tex; |
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layout(binding = 1) uniform isampler2D stencil_tex; |
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layout(location = 0) out vec4 color; |
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float conv_to_float(uint value, uint mantissa_bits) { |
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uint exp = (value >> mantissa_bits) & 0x1Fu; |
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uint mantissa_shift = 32u - mantissa_bits; |
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uint mantissa = (value << mantissa_shift) >> mantissa_shift; |
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return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits))); |
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} |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f)); |
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
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uint depth_stencil = (stencil << 24) | (depth >> 8); |
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uint red_int = (depth_stencil >> 21) & 0x07FF; |
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uint green_int = (depth_stencil >> 10) & 0x07FF; |
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uint blue_int = depth_stencil & 0x03FF; |
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color.r = conv_to_float(red_int, 6u); |
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color.g = conv_to_float(green_int, 6u); |
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color.b = conv_to_float(blue_int, 5u); |
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color.a = 1.0f; |
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} |
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// Copyright 2021 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#version 450 |
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layout(binding = 0) uniform sampler2D depth_tex; |
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layout(binding = 1) uniform isampler2D stencil_tex; |
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layout(location = 0) out vec4 color; |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f)); |
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
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uint depth_stencil = (stencil << 24) | (depth >> 8); |
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color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0); |
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color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0); |
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color.b = 0.0f; |
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color.a = 1.0f; |
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} |
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// Copyright 2021 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#version 450 |
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#extension GL_ARB_shader_stencil_export : require |
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layout(binding = 0) uniform sampler2D color_texture; |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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vec4 color = texelFetch(color_texture, coord, 0).rgba; |
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uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16); |
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uint depth_stencil_unorm = |
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uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16); |
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gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); |
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gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); |
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} |
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