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authorGravatar Squall-Leonhart2023-10-17 02:38:07 +1100
committerGravatar Squall-Leonhart2023-10-17 02:42:40 +1100
commit326ebbb2fa87f7e4006e1434649ba1f48b4bebfa (patch)
tree96cf6f308e067b0c4157008ce7a6bca2f7c5bd65 /src/video_core/host_shaders
parentMake Clang happy. (diff)
downloadyuzu-326ebbb2fa87f7e4006e1434649ba1f48b4bebfa.tar.gz
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Changes based on hardware tests
Removes unnecessary d32f to bgra shader and blit functions, update vk_texture_cache to use abgr shader for d32f to BGRA formats updates abgr to d32f shader to comply with hardware tests
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt1
-rw-r--r--src/video_core/host_shaders/convert_abgr8_to_d32f.frag9
-rw-r--r--src/video_core/host_shaders/convert_d32f_to_bgra8.frag15
3 files changed, 3 insertions, 22 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index cff8e38d6..cd2549232 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -21,7 +21,6 @@ set(SHADER_FILES
21 convert_abgr8_to_d24s8.frag 21 convert_abgr8_to_d24s8.frag
22 convert_abgr8_to_d32f.frag 22 convert_abgr8_to_d32f.frag
23 convert_d32f_to_abgr8.frag 23 convert_d32f_to_abgr8.frag
24 convert_d32f_to_bgra8.frag
25 convert_d24s8_to_abgr8.frag 24 convert_d24s8_to_abgr8.frag
26 convert_depth_to_float.frag 25 convert_depth_to_float.frag
27 convert_float_to_depth.frag 26 convert_float_to_depth.frag
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d32f.frag b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag
index a1880b916..095b910c2 100644
--- a/src/video_core/host_shaders/convert_abgr8_to_d32f.frag
+++ b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag
@@ -1,4 +1,4 @@
1// SPDX-FileCopyrightText: Copyright 2023 Your Project 1// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
2// SPDX-License-Identifier: GPL-2.0-or-later 2// SPDX-License-Identifier: GPL-2.0-or-later
3 3
4#version 450 4#version 450
@@ -9,10 +9,7 @@ void main() {
9 ivec2 coord = ivec2(gl_FragCoord.xy); 9 ivec2 coord = ivec2(gl_FragCoord.xy);
10 vec4 color = texelFetch(color_texture, coord, 0).abgr; 10 vec4 color = texelFetch(color_texture, coord, 0).abgr;
11 11
12 uvec4 bytes = uvec4(color * (exp2(8) - 1.0f)) << uvec4(24, 16, 8, 0); 12 float value = color.a * (color.r + color.g + color.b) / 3.0f;
13 uint depth_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
14 13
15 float depth_float = uintBitsToFloat(depth_unorm); 14 gl_FragDepth = value;
16
17 gl_FragDepth = depth_float;
18} 15}
diff --git a/src/video_core/host_shaders/convert_d32f_to_bgra8.frag b/src/video_core/host_shaders/convert_d32f_to_bgra8.frag
deleted file mode 100644
index 789c3e078..000000000
--- a/src/video_core/host_shaders/convert_d32f_to_bgra8.frag
+++ /dev/null
@@ -1,15 +0,0 @@
1// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
2// SPDX-License-Identifier: GPL-2.0-or-later
3
4#version 450
5
6layout(binding = 0) uniform sampler2D depth_tex;
7
8layout(location = 0) out vec4 color;
9
10void main() {
11 ivec2 coord = ivec2(gl_FragCoord.xy);
12 float depth = texelFetch(depth_tex, coord, 0).r;
13 color = vec4(depth, depth, depth, 1.0);
14 color = color.bgra; // Swap color channels for BGRA format
15}