Browse Source
Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
renderer_vulkan/shader: Add helper GLSL shaders
pull/15/merge
Fernando Sahmkow
6 years ago
committed by
GitHub
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with
122 additions and
0 deletions
-
src/video_core/renderer_vulkan/shaders/blit.frag
-
src/video_core/renderer_vulkan/shaders/blit.vert
-
src/video_core/renderer_vulkan/shaders/quad_array.comp
-
src/video_core/renderer_vulkan/shaders/uint8.comp
|
|
|
@ -0,0 +1,24 @@ |
|
|
|
// Copyright 2019 yuzu Emulator Project |
|
|
|
// Licensed under GPLv2 or any later version |
|
|
|
// Refer to the license.txt file included. |
|
|
|
|
|
|
|
/* |
|
|
|
* Build instructions: |
|
|
|
* $ glslangValidator -V $THIS_FILE -o output.spv |
|
|
|
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv |
|
|
|
* $ xxd -i optimized.spv |
|
|
|
* |
|
|
|
* Then copy that bytecode to the C++ file |
|
|
|
*/ |
|
|
|
|
|
|
|
#version 460 core |
|
|
|
|
|
|
|
layout (location = 0) in vec2 frag_tex_coord; |
|
|
|
|
|
|
|
layout (location = 0) out vec4 color; |
|
|
|
|
|
|
|
layout (binding = 1) uniform sampler2D color_texture; |
|
|
|
|
|
|
|
void main() { |
|
|
|
color = texture(color_texture, frag_tex_coord); |
|
|
|
} |
|
|
|
@ -0,0 +1,28 @@ |
|
|
|
// Copyright 2019 yuzu Emulator Project |
|
|
|
// Licensed under GPLv2 or any later version |
|
|
|
// Refer to the license.txt file included. |
|
|
|
|
|
|
|
/* |
|
|
|
* Build instructions: |
|
|
|
* $ glslangValidator -V $THIS_FILE -o output.spv |
|
|
|
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv |
|
|
|
* $ xxd -i optimized.spv |
|
|
|
* |
|
|
|
* Then copy that bytecode to the C++ file |
|
|
|
*/ |
|
|
|
|
|
|
|
#version 460 core |
|
|
|
|
|
|
|
layout (location = 0) in vec2 vert_position; |
|
|
|
layout (location = 1) in vec2 vert_tex_coord; |
|
|
|
|
|
|
|
layout (location = 0) out vec2 frag_tex_coord; |
|
|
|
|
|
|
|
layout (set = 0, binding = 0) uniform MatrixBlock { |
|
|
|
mat4 modelview_matrix; |
|
|
|
}; |
|
|
|
|
|
|
|
void main() { |
|
|
|
gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0); |
|
|
|
frag_tex_coord = vert_tex_coord; |
|
|
|
} |
|
|
|
@ -0,0 +1,37 @@ |
|
|
|
// Copyright 2019 yuzu Emulator Project |
|
|
|
// Licensed under GPLv2 or any later version |
|
|
|
// Refer to the license.txt file included. |
|
|
|
|
|
|
|
/* |
|
|
|
* Build instructions: |
|
|
|
* $ glslangValidator -V $THIS_FILE -o output.spv |
|
|
|
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv |
|
|
|
* $ xxd -i optimized.spv |
|
|
|
* |
|
|
|
* Then copy that bytecode to the C++ file |
|
|
|
*/ |
|
|
|
|
|
|
|
#version 460 core |
|
|
|
|
|
|
|
layout (local_size_x = 1024) in; |
|
|
|
|
|
|
|
layout (std430, set = 0, binding = 0) buffer OutputBuffer { |
|
|
|
uint output_indexes[]; |
|
|
|
}; |
|
|
|
|
|
|
|
layout (push_constant) uniform PushConstants { |
|
|
|
uint first; |
|
|
|
}; |
|
|
|
|
|
|
|
void main() { |
|
|
|
uint primitive = gl_GlobalInvocationID.x; |
|
|
|
if (primitive * 6 >= output_indexes.length()) { |
|
|
|
return; |
|
|
|
} |
|
|
|
|
|
|
|
const uint quad_map[6] = uint[](0, 1, 2, 0, 2, 3); |
|
|
|
for (uint vertex = 0; vertex < 6; ++vertex) { |
|
|
|
uint index = first + primitive * 4 + quad_map[vertex]; |
|
|
|
output_indexes[primitive * 6 + vertex] = index; |
|
|
|
} |
|
|
|
} |
|
|
|
@ -0,0 +1,33 @@ |
|
|
|
// Copyright 2019 yuzu Emulator Project |
|
|
|
// Licensed under GPLv2 or any later version |
|
|
|
// Refer to the license.txt file included. |
|
|
|
|
|
|
|
/* |
|
|
|
* Build instructions: |
|
|
|
* $ glslangValidator -V $THIS_FILE -o output.spv |
|
|
|
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv |
|
|
|
* $ xxd -i optimized.spv |
|
|
|
* |
|
|
|
* Then copy that bytecode to the C++ file |
|
|
|
*/ |
|
|
|
|
|
|
|
#version 460 core |
|
|
|
#extension GL_EXT_shader_16bit_storage : require |
|
|
|
#extension GL_EXT_shader_8bit_storage : require |
|
|
|
|
|
|
|
layout (local_size_x = 1024) in; |
|
|
|
|
|
|
|
layout (std430, set = 0, binding = 0) readonly buffer InputBuffer { |
|
|
|
uint8_t input_indexes[]; |
|
|
|
}; |
|
|
|
|
|
|
|
layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer { |
|
|
|
uint16_t output_indexes[]; |
|
|
|
}; |
|
|
|
|
|
|
|
void main() { |
|
|
|
uint id = gl_GlobalInvocationID.x; |
|
|
|
if (id < input_indexes.length()) { |
|
|
|
output_indexes[id] = uint16_t(input_indexes[id]); |
|
|
|
} |
|
|
|
} |