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| author | 2021-11-20 00:02:12 +0100 | |
|---|---|---|
| committer | 2021-11-20 00:02:12 +0100 | |
| commit | e02cff2f69f9a90777f87f85f290f83fc04c16ec (patch) | |
| tree | 3d83cf6cbd4e3ba7c8120e3c5dadbef925305493 /src/video_core/host_shaders | |
| parent | TextureCache: Add B10G11R11 to D24S8 converter. (diff) | |
| download | yuzu-e02cff2f69f9a90777f87f85f290f83fc04c16ec.tar.gz yuzu-e02cff2f69f9a90777f87f85f290f83fc04c16ec.tar.xz yuzu-e02cff2f69f9a90777f87f85f290f83fc04c16ec.zip | |
TextureCache: Add R16G16 to D24S8 converter.
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_r16g16_to_d24s8.frag | 18 |
2 files changed, 19 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index a2e046f12..1c91999d7 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt | |||
| @@ -17,6 +17,7 @@ set(SHADER_FILES | |||
| 17 | convert_d24s8_to_r16g16.frag | 17 | convert_d24s8_to_r16g16.frag |
| 18 | convert_depth_to_float.frag | 18 | convert_depth_to_float.frag |
| 19 | convert_float_to_depth.frag | 19 | convert_float_to_depth.frag |
| 20 | convert_r16g16_to_d24s8.frag | ||
| 20 | full_screen_triangle.vert | 21 | full_screen_triangle.vert |
| 21 | fxaa.frag | 22 | fxaa.frag |
| 22 | fxaa.vert | 23 | fxaa.vert |
diff --git a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag new file mode 100644 index 000000000..7b1b914f6 --- /dev/null +++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag | |||
| @@ -0,0 +1,18 @@ | |||
| 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 | |||
| 8 | layout(binding = 0) uniform sampler2D color_texture; | ||
| 9 | |||
| 10 | void main() { | ||
| 11 | ivec2 coord = ivec2(gl_FragCoord.xy); | ||
| 12 | vec4 color = texelFetch(color_texture, coord, 0).rgba; | ||
| 13 | uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16) | ||
| 14 | | (uint(color.g * (exp2(16) - 1.0f)) << 16); | ||
| 15 | |||
| 16 | gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); | ||
| 17 | // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); | ||
| 18 | } | ||