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authorGravatar Fernando Sahmkow2021-11-19 06:27:44 +0100
committerGravatar Fernando Sahmkow2021-11-19 06:27:44 +0100
commitb805c7bf058c6da04620cf75880509bdf6d5986c (patch)
treed065140ca6f9e6c7658367ce4f4f6923ae1f1a01 /src/video_core/host_shaders
parentTextureCache: force same image format when resolving an image. (diff)
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TextureCache: Implement additional D24S8 convertions.
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt2
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag21
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_r16g16.frag21
3 files changed, 44 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index fd3e41434..87042195a 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -12,6 +12,8 @@ set(SHADER_FILES
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_d24s8_to_abgr8.frag 14 convert_d24s8_to_abgr8.frag
15 convert_d24s8_to_b10g11r11.frag
16 convert_d24s8_to_r16g16.frag
15 convert_depth_to_float.frag 17 convert_depth_to_float.frag
16 convert_float_to_depth.frag 18 convert_float_to_depth.frag
17 full_screen_triangle.vert 19 full_screen_triangle.vert
diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
new file mode 100644
index 000000000..c743d3a13
--- /dev/null
+++ b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
@@ -0,0 +1,21 @@
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(24.0) - 1.0f));
15 uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
16
17 color.b = float(depth >> 22) / (exp2(10) - 1.0);
18 color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
19 color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
20 color.a = 1.0f;
21}
diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
new file mode 100644
index 000000000..2a9443d3d
--- /dev/null
+++ b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
@@ -0,0 +1,21 @@
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(24.0) - 1.0f));
15 uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
16
17 color.r = float(depth >> 16) / (exp2(16) - 1.0);
18 color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
19 color.b = 0.0f;
20 color.a = 1.0f;
21}