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Merge pull request #7396 from FernandoS27/blit-this-mf
Merge pull request #7396 from FernandoS27/blit-this-mf
TextureCache: Eliminate format deduction as full depth conversion has been supported.nce_cpp
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GitHub
14 changed files with 168 additions and 223 deletions
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4src/video_core/host_shaders/CMakeLists.txt
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9src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
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19src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
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10src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
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21src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
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21src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
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18src/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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44src/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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96src/video_core/texture_cache/texture_cache.h
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3src/video_core/texture_cache/texture_cache_base.h
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20src/video_core/texture_cache/util.cpp
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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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uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22) |
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| (uint(color.g * (exp2(11) - 1.0f)) << 11) |
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| (uint(color.r * (exp2(11) - 1.0f))); |
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); |
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); |
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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(24.0) - 1.0f)); |
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
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color.b = float(depth >> 22) / (exp2(10) - 1.0); |
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color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0); |
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color.r = float(depth & 0x00FF) / (exp2(11) - 1.0); |
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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(24.0) - 1.0f)); |
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
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color.r = float(depth >> 16) / (exp2(16) - 1.0); |
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color.g = float((depth >> 16) & 0x00FF) / (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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uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16) |
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| (uint(color.g * (exp2(16) - 1.0f)) << 16); |
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); |
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); |
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} |
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