summaryrefslogtreecommitdiff
path: root/src/video_core/host_shaders
diff options
context:
space:
mode:
authorGravatar Fernando Sahmkow2021-11-22 00:00:01 +0100
committerGravatar Fernando Sahmkow2021-11-22 00:00:01 +0100
commit853284943901560081f6ff992b6c04b7c33f0d21 (patch)
tree841c26186ab3c572851a612d2fc52407ab797d6f /src/video_core/host_shaders
parentVulkanTexturECache: Use reinterpret on D32_S8 formats. (diff)
downloadyuzu-853284943901560081f6ff992b6c04b7c33f0d21.tar.gz
yuzu-853284943901560081f6ff992b6c04b7c33f0d21.tar.xz
yuzu-853284943901560081f6ff992b6c04b7c33f0d21.zip
TextureCache: Simplify blitting of D24S8 formats and fix bugs.
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt4
-rw-r--r--src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag27
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag32
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_r16g16.frag22
-rw-r--r--src/video_core/host_shaders/convert_r16g16_to_d24s8.frag19
5 files changed, 0 insertions, 104 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index 1c91999d7..fd3e41434 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -11,13 +11,9 @@ set(SHADER_FILES
11 block_linear_unswizzle_2d.comp 11 block_linear_unswizzle_2d.comp
12 block_linear_unswizzle_3d.comp 12 block_linear_unswizzle_3d.comp
13 convert_abgr8_to_d24s8.frag 13 convert_abgr8_to_d24s8.frag
14 convert_b10g11r11_to_d24s8.frag
15 convert_d24s8_to_abgr8.frag 14 convert_d24s8_to_abgr8.frag
16 convert_d24s8_to_b10g11r11.frag
17 convert_d24s8_to_r16g16.frag
18 convert_depth_to_float.frag 15 convert_depth_to_float.frag
19 convert_float_to_depth.frag 16 convert_float_to_depth.frag
20 convert_r16g16_to_d24s8.frag
21 full_screen_triangle.vert 17 full_screen_triangle.vert
22 fxaa.frag 18 fxaa.frag
23 fxaa.vert 19 fxaa.vert
diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
deleted file mode 100644
index 11bdd861d..000000000
--- a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
+++ /dev/null
@@ -1,27 +0,0 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#version 450
6#extension GL_ARB_shader_stencil_export : require
7
8layout(binding = 0) uniform sampler2D color_texture;
9
10uint 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
18void main() {
19 ivec2 coord = ivec2(gl_FragCoord.xy);
20 vec4 color = texelFetch(color_texture, coord, 0).rgba;
21 uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21)
22 | (conv_from_float(color.g, 6u) << 10)
23 | conv_from_float(color.b, 5u);
24
25 gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
26 gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
27}
diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
deleted file mode 100644
index c2d935fcd..000000000
--- a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
+++ /dev/null
@@ -1,32 +0,0 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#version 450
6
7layout(binding = 0) uniform sampler2D depth_tex;
8layout(binding = 1) uniform isampler2D stencil_tex;
9
10layout(location = 0) out vec4 color;
11
12float 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
19void main() {
20 ivec2 coord = ivec2(gl_FragCoord.xy);
21 uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
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;
27
28 color.r = conv_to_float(red_int, 6u);
29 color.g = conv_to_float(green_int, 6u);
30 color.b = conv_to_float(blue_int, 5u);
31 color.a = 1.0f;
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
deleted file mode 100644
index c48a7ac66..000000000
--- a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
+++ /dev/null
@@ -1,22 +0,0 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#version 450
6
7layout(binding = 0) uniform sampler2D depth_tex;
8layout(binding = 1) uniform isampler2D stencil_tex;
9
10layout(location = 0) out vec4 color;
11
12void main() {
13 ivec2 coord = ivec2(gl_FragCoord.xy);
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);
16 uint depth_stencil = (stencil << 24) | (depth >> 8);
17
18 color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0);
19 color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0);
20 color.b = 0.0f;
21 color.a = 1.0f;
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
deleted file mode 100644
index beb2d1284..000000000
--- a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
+++ /dev/null
@@ -1,19 +0,0 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#version 450
6#extension GL_ARB_shader_stencil_export : require
7
8layout(binding = 0) uniform sampler2D color_texture;
9
10void main() {
11 ivec2 coord = ivec2(gl_FragCoord.xy);
12 vec4 color = texelFetch(color_texture, coord, 0).rgba;
13 uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16);
14 uint depth_stencil_unorm =
15 uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16);
16
17 gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
18 gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
19}