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authorGravatar Liam2022-03-15 18:38:53 -0400
committerGravatar Liam2022-03-15 20:05:21 -0400
commitbcc2d7e69b393ab32d1688f53b123abeb433239b (patch)
tree2ef3c503417bf21ac99cdcbcf0bf372db38772a5 /src/video_core/host_shaders
parentMerge pull request #8006 from BytesGalore/fix_cmake_missing_qt5_dbus (diff)
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Vulkan: convert S8D24 <-> ABGR8
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_s8d24_to_abgr8.frag23
2 files changed, 24 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index fd3e41434..37b47d692 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -12,6 +12,7 @@ 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_s8d24_to_abgr8.frag
15 convert_depth_to_float.frag 16 convert_depth_to_float.frag
16 convert_float_to_depth.frag 17 convert_float_to_depth.frag
17 full_screen_triangle.vert 18 full_screen_triangle.vert
diff --git a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
new file mode 100644
index 000000000..7ab73a8dd
--- /dev/null
+++ b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag
@@ -0,0 +1,23 @@
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 highp uint depth_val =
18 uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
19 lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
20 highp uvec4 components =
21 uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
22 color.rgba = vec4(components) / (exp2(8.0) - 1.0);
23}