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| author | 2022-03-15 18:38:53 -0400 | |
|---|---|---|
| committer | 2022-03-15 20:05:21 -0400 | |
| commit | bcc2d7e69b393ab32d1688f53b123abeb433239b (patch) | |
| tree | 2ef3c503417bf21ac99cdcbcf0bf372db38772a5 /src/video_core/host_shaders | |
| parent | Merge pull request #8006 from BytesGalore/fix_cmake_missing_qt5_dbus (diff) | |
| download | yuzu-bcc2d7e69b393ab32d1688f53b123abeb433239b.tar.gz yuzu-bcc2d7e69b393ab32d1688f53b123abeb433239b.tar.xz yuzu-bcc2d7e69b393ab32d1688f53b123abeb433239b.zip | |
Vulkan: convert S8D24 <-> ABGR8
Diffstat (limited to 'src/video_core/host_shaders')
| -rw-r--r-- | src/video_core/host_shaders/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/video_core/host_shaders/convert_s8d24_to_abgr8.frag | 23 |
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 | |||
| 7 | layout(binding = 0) uniform sampler2D depth_tex; | ||
| 8 | layout(binding = 1) uniform isampler2D stencil_tex; | ||
| 9 | |||
| 10 | layout(location = 0) out vec4 color; | ||
| 11 | |||
| 12 | void 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 | } | ||