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| author | 2021-11-21 20:52:39 +0100 | |
|---|---|---|
| committer | 2021-11-21 21:04:04 +0100 | |
| commit | b96caf200d047b81554c3839c7a6a7c35b251944 (patch) | |
| tree | ac8093a52aa4c9c29824db09ac938699e2891684 | |
| parent | TextureCache: Eliminate format deduction as full depth conversion has been su... (diff) | |
| download | yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.gz yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.xz yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.zip | |
HostShaders: Fix D24S8 convertion shaders.
6 files changed, 47 insertions, 23 deletions
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index 4e4ab6a26..d51397a0c 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | |||
| @@ -10,8 +10,9 @@ layout(binding = 0) uniform sampler2D color_texture; | |||
| 10 | void main() { | 10 | void main() { |
| 11 | ivec2 coord = ivec2(gl_FragCoord.xy); | 11 | ivec2 coord = ivec2(gl_FragCoord.xy); |
| 12 | uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); | 12 | uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); |
| 13 | uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; | 13 | uvec4 bytes = color << uvec4(24, 16, 8, 0); |
| 14 | uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; | ||
| 14 | 15 | ||
| 15 | gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); | 16 | gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); |
| 16 | gl_FragStencilRefARB = int(color.a); | 17 | gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); |
| 17 | } | 18 | } |
diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag index 2999a84cf..11bdd861d 100644 --- a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag | |||
| @@ -7,13 +7,21 @@ | |||
| 7 | 7 | ||
| 8 | layout(binding = 0) uniform sampler2D color_texture; | 8 | layout(binding = 0) uniform sampler2D color_texture; |
| 9 | 9 | ||
| 10 | uint conv_from_float(float value_f, uint mantissa_bits) { | ||
| 11 | uint value = floatBitsToInt(value_f); | ||
| 12 | uint exp = (value >> 23) & 0x1Fu; | ||
| 13 | uint mantissa_shift = 32u - mantissa_bits; | ||
| 14 | uint mantissa = (value << 9u) >> mantissa_shift; | ||
| 15 | return (exp << mantissa_bits) | mantissa; | ||
| 16 | } | ||
| 17 | |||
| 10 | void main() { | 18 | void main() { |
| 11 | ivec2 coord = ivec2(gl_FragCoord.xy); | 19 | ivec2 coord = ivec2(gl_FragCoord.xy); |
| 12 | vec4 color = texelFetch(color_texture, coord, 0).rgba; | 20 | vec4 color = texelFetch(color_texture, coord, 0).rgba; |
| 13 | uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22) | 21 | uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21) |
| 14 | | (uint(color.g * (exp2(11) - 1.0f)) << 11) | 22 | | (conv_from_float(color.g, 6u) << 10) |
| 15 | | (uint(color.r * (exp2(11) - 1.0f))); | 23 | | conv_from_float(color.b, 5u); |
| 16 | 24 | ||
| 17 | gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); | 25 | gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); |
| 18 | gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); | 26 | gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); |
| 19 | } | 27 | } |
diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag index ff3bf8209..47f9c1abc 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag | |||
| @@ -14,8 +14,10 @@ void main() { | |||
| 14 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); | 14 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); |
| 15 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); | 15 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
| 16 | 16 | ||
| 17 | color.r = float(depth >> 16) / (exp2(8) - 1.0); | 17 | highp uint depth_val = |
| 18 | color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0); | 18 | uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); |
| 19 | color.b = float(depth & 0x00FF) / (exp2(8) - 1.0); | 19 | lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; |
| 20 | color.a = float(stencil) / (exp2(8) - 1.0); | 20 | highp uvec4 components = |
| 21 | uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu); | ||
| 22 | color = vec4(components) / (exp2(8.0) - 1.0); | ||
| 21 | } | 23 | } |
diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag index c743d3a13..c2d935fcd 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag | |||
| @@ -9,13 +9,24 @@ layout(binding = 1) uniform isampler2D stencil_tex; | |||
| 9 | 9 | ||
| 10 | layout(location = 0) out vec4 color; | 10 | layout(location = 0) out vec4 color; |
| 11 | 11 | ||
| 12 | float conv_to_float(uint value, uint mantissa_bits) { | ||
| 13 | uint exp = (value >> mantissa_bits) & 0x1Fu; | ||
| 14 | uint mantissa_shift = 32u - mantissa_bits; | ||
| 15 | uint mantissa = (value << mantissa_shift) >> mantissa_shift; | ||
| 16 | return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits))); | ||
| 17 | } | ||
| 18 | |||
| 12 | void main() { | 19 | void main() { |
| 13 | ivec2 coord = ivec2(gl_FragCoord.xy); | 20 | ivec2 coord = ivec2(gl_FragCoord.xy); |
| 14 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); | 21 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f)); |
| 15 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); | 22 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
| 23 | uint depth_stencil = (stencil << 24) | (depth >> 8); | ||
| 24 | uint red_int = (depth_stencil >> 21) & 0x07FF; | ||
| 25 | uint green_int = (depth_stencil >> 10) & 0x07FF; | ||
| 26 | uint blue_int = depth_stencil & 0x03FF; | ||
| 16 | 27 | ||
| 17 | color.b = float(depth >> 22) / (exp2(10) - 1.0); | 28 | color.r = conv_to_float(red_int, 6u); |
| 18 | color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0); | 29 | color.g = conv_to_float(green_int, 6u); |
| 19 | color.r = float(depth & 0x00FF) / (exp2(11) - 1.0); | 30 | color.b = conv_to_float(blue_int, 5u); |
| 20 | color.a = 1.0f; | 31 | color.a = 1.0f; |
| 21 | } | 32 | } |
diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag index 2a9443d3d..c48a7ac66 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag | |||
| @@ -11,11 +11,12 @@ layout(location = 0) out vec4 color; | |||
| 11 | 11 | ||
| 12 | void main() { | 12 | void main() { |
| 13 | ivec2 coord = ivec2(gl_FragCoord.xy); | 13 | ivec2 coord = ivec2(gl_FragCoord.xy); |
| 14 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); | 14 | uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f)); |
| 15 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); | 15 | uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
| 16 | uint depth_stencil = (stencil << 24) | (depth >> 8); | ||
| 16 | 17 | ||
| 17 | color.r = float(depth >> 16) / (exp2(16) - 1.0); | 18 | color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0); |
| 18 | color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0); | 19 | color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0); |
| 19 | color.b = 0.0f; | 20 | color.b = 0.0f; |
| 20 | color.a = 1.0f; | 21 | color.a = 1.0f; |
| 21 | } | 22 | } |
diff --git a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag index 3df70575e..beb2d1284 100644 --- a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag | |||
| @@ -10,9 +10,10 @@ layout(binding = 0) uniform sampler2D color_texture; | |||
| 10 | void main() { | 10 | void main() { |
| 11 | ivec2 coord = ivec2(gl_FragCoord.xy); | 11 | ivec2 coord = ivec2(gl_FragCoord.xy); |
| 12 | vec4 color = texelFetch(color_texture, coord, 0).rgba; | 12 | vec4 color = texelFetch(color_texture, coord, 0).rgba; |
| 13 | uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16) | 13 | uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16); |
| 14 | | (uint(color.g * (exp2(16) - 1.0f)) << 16); | 14 | uint depth_stencil_unorm = |
| 15 | uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16); | ||
| 15 | 16 | ||
| 16 | gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); | 17 | gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); |
| 17 | gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); | 18 | gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); |
| 18 | } | 19 | } |