early-access version 1255
This commit is contained in:
71
src/video_core/host_shaders/CMakeLists.txt
Executable file
71
src/video_core/host_shaders/CMakeLists.txt
Executable file
@@ -0,0 +1,71 @@
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||||
set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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opengl_copy_bc4.comp
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opengl_present.frag
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opengl_present.vert
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pitch_unswizzle.comp
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.frag
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vulkan_present.frag
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vulkan_present.vert
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vulkan_quad_array.comp
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vulkan_quad_indexed.comp
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vulkan_uint8.comp
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)
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find_program(GLSLANGVALIDATOR "glslangValidator" REQUIRED)
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set(GLSL_FLAGS "")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
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set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
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foreach(FILENAME IN ITEMS ${SHADER_FILES})
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string(REPLACE "." "_" SHADER_NAME ${FILENAME})
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set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
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# Skip generating source headers on Vulkan exclusive files
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if (NOT ${FILENAME} MATCHES "vulkan.*")
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set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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add_custom_command(
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OUTPUT
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${SOURCE_HEADER_FILE}
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COMMAND
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${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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DEPENDS
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${INPUT_FILE}
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# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
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endif()
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# Skip compiling to SPIR-V OpenGL exclusive files
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if (NOT ${FILENAME} MATCHES "opengl.*")
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string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME)
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set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
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add_custom_command(
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} -V ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
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endif()
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endforeach()
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add_custom_target(host_shaders
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DEPENDS
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${SHADER_HEADERS}
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SOURCES
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${SHADER_FILES}
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)
|
13
src/video_core/host_shaders/StringShaderHeader.cmake
Executable file
13
src/video_core/host_shaders/StringShaderHeader.cmake
Executable file
@@ -0,0 +1,13 @@
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set(SOURCE_FILE ${CMAKE_ARGV3})
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set(HEADER_FILE ${CMAKE_ARGV4})
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set(INPUT_FILE ${CMAKE_ARGV5})
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get_filename_component(CONTENTS_NAME ${SOURCE_FILE} NAME)
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string(REPLACE "." "_" CONTENTS_NAME ${CONTENTS_NAME})
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string(TOUPPER ${CONTENTS_NAME} CONTENTS_NAME)
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file(READ ${SOURCE_FILE} CONTENTS)
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get_filename_component(OUTPUT_DIR ${HEADER_FILE} DIRECTORY)
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make_directory(${OUTPUT_DIR})
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configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY)
|
122
src/video_core/host_shaders/block_linear_unswizzle_2d.comp
Executable file
122
src/video_core/host_shaders/block_linear_unswizzle_2d.comp
Executable file
@@ -0,0 +1,122 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 430
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#ifdef VULKAN
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 2
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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#else
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#define HAS_EXTENDED_TYPES 0
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#endif
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout (location = n) uniform
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 0
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) uvec3 origin;
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UNIFORM(1) ivec3 destination;
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UNIFORM(2) uint bytes_per_block_log2;
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UNIFORM(3) uint layer_stride;
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UNIFORM(4) uint block_size;
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UNIFORM(5) uint x_shift;
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UNIFORM(6) uint block_height;
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UNIFORM(7) uint block_height_mask;
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END_PUSH_CONSTANTS
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layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable {
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uint swizzle_table[];
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};
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#if HAS_EXTENDED_TYPES
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; };
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#endif
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage2DArray output_image;
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_Z = 1;
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const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z;
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const uint GOB_SIZE_X_SHIFT = 6;
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const uint GOB_SIZE_Y_SHIFT = 3;
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const uint GOB_SIZE_Z_SHIFT = 0;
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const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT;
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const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1);
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uint SwizzleOffset(uvec2 pos) {
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pos = pos & SWIZZLE_MASK;
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return swizzle_table[pos.y * 64 + pos.x];
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}
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uvec4 ReadTexel(uint offset) {
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switch (bytes_per_block_log2) {
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#if HAS_EXTENDED_TYPES
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case 0:
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return uvec4(u8data[offset], 0, 0, 0);
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case 1:
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return uvec4(u16data[offset / 2], 0, 0, 0);
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#else
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case 0:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
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case 1:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
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#endif
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case 2:
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return uvec4(u32data[offset / 4], 0, 0, 0);
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case 3:
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return uvec4(u64data[offset / 8], 0, 0);
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case 4:
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return u128data[offset / 16];
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}
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return uvec4(0);
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}
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void main() {
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uvec3 pos = gl_GlobalInvocationID + origin;
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pos.x <<= bytes_per_block_log2;
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// Read as soon as possible due to its latency
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const uint swizzle = SwizzleOffset(pos.xy);
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const uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
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uint offset = 0;
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offset += pos.z * layer_stride;
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offset += (block_y >> block_height) * block_size;
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offset += (block_y & block_height_mask) << GOB_SIZE_SHIFT;
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offset += (pos.x >> GOB_SIZE_X_SHIFT) << x_shift;
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offset += swizzle;
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const uvec4 texel = ReadTexel(offset);
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const ivec3 coord = ivec3(gl_GlobalInvocationID) + destination;
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imageStore(output_image, coord, texel);
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}
|
125
src/video_core/host_shaders/block_linear_unswizzle_3d.comp
Executable file
125
src/video_core/host_shaders/block_linear_unswizzle_3d.comp
Executable file
@@ -0,0 +1,125 @@
|
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 430
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#ifdef VULKAN
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 2
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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#else
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#define HAS_EXTENDED_TYPES 0
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#endif
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout (location = n) uniform
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 0
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) uvec3 origin;
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UNIFORM(1) ivec3 destination;
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UNIFORM(2) uint bytes_per_block_log2;
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UNIFORM(3) uint slice_size;
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UNIFORM(4) uint block_size;
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UNIFORM(5) uint x_shift;
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UNIFORM(6) uint block_height;
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UNIFORM(7) uint block_height_mask;
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UNIFORM(8) uint block_depth;
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UNIFORM(9) uint block_depth_mask;
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END_PUSH_CONSTANTS
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layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable {
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uint swizzle_table[];
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||||
};
|
||||
|
||||
#if HAS_EXTENDED_TYPES
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; };
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#endif
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage3D output_image;
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 8) in;
|
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|
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_Z = 1;
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const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z;
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|
||||
const uint GOB_SIZE_X_SHIFT = 6;
|
||||
const uint GOB_SIZE_Y_SHIFT = 3;
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||||
const uint GOB_SIZE_Z_SHIFT = 0;
|
||||
const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT;
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||||
|
||||
const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1);
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||||
uint SwizzleOffset(uvec2 pos) {
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||||
pos = pos & SWIZZLE_MASK;
|
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return swizzle_table[pos.y * 64 + pos.x];
|
||||
}
|
||||
|
||||
uvec4 ReadTexel(uint offset) {
|
||||
switch (bytes_per_block_log2) {
|
||||
#if HAS_EXTENDED_TYPES
|
||||
case 0:
|
||||
return uvec4(u8data[offset], 0, 0, 0);
|
||||
case 1:
|
||||
return uvec4(u16data[offset / 2], 0, 0, 0);
|
||||
#else
|
||||
case 0:
|
||||
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
|
||||
case 1:
|
||||
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
|
||||
#endif
|
||||
case 2:
|
||||
return uvec4(u32data[offset / 4], 0, 0, 0);
|
||||
case 3:
|
||||
return uvec4(u64data[offset / 8], 0, 0);
|
||||
case 4:
|
||||
return u128data[offset / 16];
|
||||
}
|
||||
return uvec4(0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec3 pos = gl_GlobalInvocationID + origin;
|
||||
pos.x <<= bytes_per_block_log2;
|
||||
|
||||
// Read as soon as possible due to its latency
|
||||
const uint swizzle = SwizzleOffset(pos.xy);
|
||||
|
||||
const uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
|
||||
|
||||
uint offset = 0;
|
||||
offset += (pos.z >> block_depth) * slice_size;
|
||||
offset += (pos.z & block_depth_mask) << (GOB_SIZE_SHIFT + block_height);
|
||||
offset += (block_y >> block_height) * block_size;
|
||||
offset += (block_y & block_height_mask) << GOB_SIZE_SHIFT;
|
||||
offset += (pos.x >> GOB_SIZE_X_SHIFT) << x_shift;
|
||||
offset += swizzle;
|
||||
|
||||
const uvec4 texel = ReadTexel(offset);
|
||||
const ivec3 coord = ivec3(gl_GlobalInvocationID) + destination;
|
||||
imageStore(output_image, coord, texel);
|
||||
}
|
13
src/video_core/host_shaders/convert_depth_to_float.frag
Executable file
13
src/video_core/host_shaders/convert_depth_to_float.frag
Executable file
@@ -0,0 +1,13 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
|
||||
layout(binding = 0) uniform sampler2D depth_texture;
|
||||
layout(location = 0) out float output_color;
|
||||
|
||||
void main() {
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
output_color = texelFetch(depth_texture, coord, 0).r;
|
||||
}
|
13
src/video_core/host_shaders/convert_float_to_depth.frag
Executable file
13
src/video_core/host_shaders/convert_float_to_depth.frag
Executable file
@@ -0,0 +1,13 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
|
||||
layout(binding = 0) uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
float color = texelFetch(color_texture, coord, 0).r;
|
||||
gl_FragDepth = color;
|
||||
}
|
29
src/video_core/host_shaders/full_screen_triangle.vert
Executable file
29
src/video_core/host_shaders/full_screen_triangle.vert
Executable file
@@ -0,0 +1,29 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
|
||||
#ifdef VULKAN
|
||||
#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
|
||||
#define END_PUSH_CONSTANTS };
|
||||
#define UNIFORM(n)
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
#define BEGIN_PUSH_CONSTANTS
|
||||
#define END_PUSH_CONSTANTS
|
||||
#define UNIFORM(n) layout (location = n) uniform
|
||||
#endif
|
||||
|
||||
BEGIN_PUSH_CONSTANTS
|
||||
UNIFORM(0) vec2 tex_scale;
|
||||
UNIFORM(1) vec2 tex_offset;
|
||||
END_PUSH_CONSTANTS
|
||||
|
||||
layout(location = 0) out vec2 texcoord;
|
||||
|
||||
void main() {
|
||||
float x = float((gl_VertexIndex & 1) << 2);
|
||||
float y = float((gl_VertexIndex & 2) << 1);
|
||||
gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
|
||||
texcoord = fma(vec2(x, y) / 2.0, tex_scale, tex_offset);
|
||||
}
|
70
src/video_core/host_shaders/opengl_copy_bc4.comp
Executable file
70
src/video_core/host_shaders/opengl_copy_bc4.comp
Executable file
@@ -0,0 +1,70 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 430 core
|
||||
#extension GL_ARB_gpu_shader_int64 : require
|
||||
|
||||
layout (local_size_x = 4, local_size_y = 4) in;
|
||||
|
||||
layout(binding = 0, rg32ui) readonly uniform uimage3D bc4_input;
|
||||
layout(binding = 1, rgba8ui) writeonly uniform uimage3D bc4_output;
|
||||
|
||||
layout(location = 0) uniform uvec3 src_offset;
|
||||
layout(location = 1) uniform uvec3 dst_offset;
|
||||
|
||||
// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_rgtc.txt
|
||||
uint DecompressBlock(uint64_t bits, uvec2 coord) {
|
||||
const uint code_offset = 16 + 3 * (4 * coord.y + coord.x);
|
||||
const uint code = uint(bits >> code_offset) & 7;
|
||||
const uint red0 = uint(bits >> 0) & 0xff;
|
||||
const uint red1 = uint(bits >> 8) & 0xff;
|
||||
if (red0 > red1) {
|
||||
switch (code) {
|
||||
case 0:
|
||||
return red0;
|
||||
case 1:
|
||||
return red1;
|
||||
case 2:
|
||||
return (6 * red0 + 1 * red1) / 7;
|
||||
case 3:
|
||||
return (5 * red0 + 2 * red1) / 7;
|
||||
case 4:
|
||||
return (4 * red0 + 3 * red1) / 7;
|
||||
case 5:
|
||||
return (3 * red0 + 4 * red1) / 7;
|
||||
case 6:
|
||||
return (2 * red0 + 5 * red1) / 7;
|
||||
case 7:
|
||||
return (1 * red0 + 6 * red1) / 7;
|
||||
}
|
||||
} else {
|
||||
switch (code) {
|
||||
case 0:
|
||||
return red0;
|
||||
case 1:
|
||||
return red1;
|
||||
case 2:
|
||||
return (4 * red0 + 1 * red1) / 5;
|
||||
case 3:
|
||||
return (3 * red0 + 2 * red1) / 5;
|
||||
case 4:
|
||||
return (2 * red0 + 3 * red1) / 5;
|
||||
case 5:
|
||||
return (1 * red0 + 4 * red1) / 5;
|
||||
case 6:
|
||||
return 0;
|
||||
case 7:
|
||||
return 0xff;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec2 packed_bits = imageLoad(bc4_input, ivec3(gl_WorkGroupID + src_offset)).rg;
|
||||
uint64_t bits = packUint2x32(packed_bits);
|
||||
uint red = DecompressBlock(bits, gl_LocalInvocationID.xy);
|
||||
uvec4 color = uvec4(red & 0xff, 0, 0, 0xff);
|
||||
imageStore(bc4_output, ivec3(gl_GlobalInvocationID + dst_offset), color);
|
||||
}
|
14
src/video_core/host_shaders/opengl_present.frag
Executable file
14
src/video_core/host_shaders/opengl_present.frag
Executable file
@@ -0,0 +1,14 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 430 core
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (binding = 0) uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
|
||||
}
|
28
src/video_core/host_shaders/opengl_present.vert
Executable file
28
src/video_core/host_shaders/opengl_present.vert
Executable file
@@ -0,0 +1,28 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 430 core
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
layout (location = 0) in vec2 vert_position;
|
||||
layout (location = 1) in vec2 vert_tex_coord;
|
||||
layout (location = 0) out vec2 frag_tex_coord;
|
||||
|
||||
// This is a truncated 3x3 matrix for 2D transformations:
|
||||
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
|
||||
// The third column performs translation.
|
||||
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
|
||||
// implicitly be [0, 0, 1]
|
||||
layout (location = 0) uniform mat3x2 modelview_matrix;
|
||||
|
||||
void main() {
|
||||
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
||||
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
|
||||
// to `vec3(vert_position.xy, 1.0)`
|
||||
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
}
|
86
src/video_core/host_shaders/pitch_unswizzle.comp
Executable file
86
src/video_core/host_shaders/pitch_unswizzle.comp
Executable file
@@ -0,0 +1,86 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 430
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
#extension GL_EXT_shader_8bit_storage : require
|
||||
#define HAS_EXTENDED_TYPES 1
|
||||
#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
|
||||
#define END_PUSH_CONSTANTS };
|
||||
#define UNIFORM(n)
|
||||
#define BINDING_INPUT_BUFFER 0
|
||||
#define BINDING_OUTPUT_IMAGE 1
|
||||
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
|
||||
#extension GL_NV_gpu_shader5 : enable
|
||||
#ifdef GL_NV_gpu_shader5
|
||||
#define HAS_EXTENDED_TYPES 1
|
||||
#else
|
||||
#define HAS_EXTENDED_TYPES 0
|
||||
#endif
|
||||
#define BEGIN_PUSH_CONSTANTS
|
||||
#define END_PUSH_CONSTANTS
|
||||
#define UNIFORM(n) layout (location = n) uniform
|
||||
#define BINDING_INPUT_BUFFER 0
|
||||
#define BINDING_OUTPUT_IMAGE 0
|
||||
|
||||
#endif
|
||||
|
||||
BEGIN_PUSH_CONSTANTS
|
||||
UNIFORM(0) uvec2 origin;
|
||||
UNIFORM(1) ivec2 destination;
|
||||
UNIFORM(2) uint bytes_per_block;
|
||||
UNIFORM(3) uint pitch;
|
||||
END_PUSH_CONSTANTS
|
||||
|
||||
#if HAS_EXTENDED_TYPES
|
||||
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU8 { uint8_t u8data[]; };
|
||||
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU16 { uint16_t u16data[]; };
|
||||
#endif
|
||||
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU32 { uint u32data[]; };
|
||||
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU64 { uvec2 u64data[]; };
|
||||
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU128 { uvec4 u128data[]; };
|
||||
|
||||
layout(binding = BINDING_OUTPUT_IMAGE) writeonly uniform uimage2D output_image;
|
||||
|
||||
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
|
||||
uvec4 ReadTexel(uint offset) {
|
||||
switch (bytes_per_block) {
|
||||
#if HAS_EXTENDED_TYPES
|
||||
case 1:
|
||||
return uvec4(u8data[offset], 0, 0, 0);
|
||||
case 2:
|
||||
return uvec4(u16data[offset / 2], 0, 0, 0);
|
||||
#else
|
||||
case 1:
|
||||
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
|
||||
case 2:
|
||||
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
|
||||
#endif
|
||||
case 4:
|
||||
return uvec4(u32data[offset / 4], 0, 0, 0);
|
||||
case 8:
|
||||
return uvec4(u64data[offset / 8], 0, 0);
|
||||
case 16:
|
||||
return u128data[offset / 16];
|
||||
}
|
||||
return uvec4(0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec2 pos = gl_GlobalInvocationID.xy + origin;
|
||||
|
||||
uint offset = 0;
|
||||
offset += pos.x * bytes_per_block;
|
||||
offset += pos.y * pitch;
|
||||
|
||||
const uvec4 texel = ReadTexel(offset);
|
||||
const ivec2 coord = ivec2(gl_GlobalInvocationID.xy) + destination;
|
||||
imageStore(output_image, coord, texel);
|
||||
}
|
9
src/video_core/host_shaders/source_shader.h.in
Executable file
9
src/video_core/host_shaders/source_shader.h.in
Executable file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
|
||||
namespace HostShaders {
|
||||
|
||||
constexpr std::string_view @CONTENTS_NAME@ = R"(@CONTENTS@)";
|
||||
|
||||
} // namespace HostShaders
|
14
src/video_core/host_shaders/vulkan_blit_color_float.frag
Executable file
14
src/video_core/host_shaders/vulkan_blit_color_float.frag
Executable file
@@ -0,0 +1,14 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
|
||||
layout(location = 0) in vec2 texcoord;
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main() {
|
||||
color = textureLod(tex, texcoord, 0);
|
||||
}
|
16
src/video_core/host_shaders/vulkan_blit_depth_stencil.frag
Executable file
16
src/video_core/host_shaders/vulkan_blit_depth_stencil.frag
Executable file
@@ -0,0 +1,16 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_shader_stencil_export : require
|
||||
|
||||
layout(binding = 0) uniform sampler2D depth_tex;
|
||||
layout(binding = 1) uniform isampler2D stencil_tex;
|
||||
|
||||
layout(location = 0) in vec2 texcoord;
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
|
||||
gl_FragStencilRefARB = textureLod(stencil_tex, texcoord, 0).r;
|
||||
}
|
15
src/video_core/host_shaders/vulkan_present.frag
Executable file
15
src/video_core/host_shaders/vulkan_present.frag
Executable file
@@ -0,0 +1,15 @@
|
||||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (binding = 1) uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
color = texture(color_texture, frag_tex_coord);
|
||||
}
|
19
src/video_core/host_shaders/vulkan_present.vert
Executable file
19
src/video_core/host_shaders/vulkan_present.vert
Executable file
@@ -0,0 +1,19 @@
|
||||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec2 vert_position;
|
||||
layout (location = 1) in vec2 vert_tex_coord;
|
||||
|
||||
layout (location = 0) out vec2 frag_tex_coord;
|
||||
|
||||
layout (set = 0, binding = 0) uniform MatrixBlock {
|
||||
mat4 modelview_matrix;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
}
|
28
src/video_core/host_shaders/vulkan_quad_array.comp
Executable file
28
src/video_core/host_shaders/vulkan_quad_array.comp
Executable file
@@ -0,0 +1,28 @@
|
||||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
layout (local_size_x = 1024) in;
|
||||
|
||||
layout (std430, set = 0, binding = 0) buffer OutputBuffer {
|
||||
uint output_indexes[];
|
||||
};
|
||||
|
||||
layout (push_constant) uniform PushConstants {
|
||||
uint first;
|
||||
};
|
||||
|
||||
void main() {
|
||||
uint primitive = gl_GlobalInvocationID.x;
|
||||
if (primitive * 6 >= output_indexes.length()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const uint quad_map[6] = uint[](0, 1, 2, 0, 2, 3);
|
||||
for (uint vertex = 0; vertex < 6; ++vertex) {
|
||||
uint index = first + primitive * 4 + quad_map[vertex];
|
||||
output_indexes[primitive * 6 + vertex] = index;
|
||||
}
|
||||
}
|
41
src/video_core/host_shaders/vulkan_quad_indexed.comp
Executable file
41
src/video_core/host_shaders/vulkan_quad_indexed.comp
Executable file
@@ -0,0 +1,41 @@
|
||||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
layout (local_size_x = 1024) in;
|
||||
|
||||
layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
|
||||
uint input_indexes[];
|
||||
};
|
||||
|
||||
layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
|
||||
uint output_indexes[];
|
||||
};
|
||||
|
||||
layout (push_constant) uniform PushConstants {
|
||||
uint base_vertex;
|
||||
int index_shift; // 0: uint8, 1: uint16, 2: uint32
|
||||
};
|
||||
|
||||
void main() {
|
||||
int primitive = int(gl_GlobalInvocationID.x);
|
||||
if (primitive * 6 >= output_indexes.length()) {
|
||||
return;
|
||||
}
|
||||
|
||||
int index_size = 8 << index_shift;
|
||||
int flipped_shift = 2 - index_shift;
|
||||
int mask = (1 << flipped_shift) - 1;
|
||||
|
||||
const int quad_swizzle[6] = int[](0, 1, 2, 0, 2, 3);
|
||||
for (uint vertex = 0; vertex < 6; ++vertex) {
|
||||
int offset = primitive * 4 + quad_swizzle[vertex];
|
||||
int int_offset = offset >> flipped_shift;
|
||||
int bit_offset = (offset & mask) * index_size;
|
||||
uint packed_input = input_indexes[int_offset];
|
||||
uint index = bitfieldExtract(packed_input, bit_offset, index_size);
|
||||
output_indexes[primitive * 6 + vertex] = index + base_vertex;
|
||||
}
|
||||
}
|
24
src/video_core/host_shaders/vulkan_uint8.comp
Executable file
24
src/video_core/host_shaders/vulkan_uint8.comp
Executable file
@@ -0,0 +1,24 @@
|
||||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
#extension GL_EXT_shader_8bit_storage : require
|
||||
|
||||
layout (local_size_x = 1024) in;
|
||||
|
||||
layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
|
||||
uint8_t input_indexes[];
|
||||
};
|
||||
|
||||
layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
|
||||
uint16_t output_indexes[];
|
||||
};
|
||||
|
||||
void main() {
|
||||
uint id = gl_GlobalInvocationID.x;
|
||||
if (id < input_indexes.length()) {
|
||||
output_indexes[id] = uint16_t(input_indexes[id]);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user