remove old files

This commit is contained in:
mgthepro
2022-01-24 11:43:50 +01:00
parent 87def5b55b
commit ae416cfe9f
8874 changed files with 0 additions and 2090184 deletions

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// Copyright 2021 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 color_texture;
uint conv_from_float(float value_f, uint mantissa_bits) {
uint value = floatBitsToInt(value_f);
uint exp = (value >> 23) & 0x1Fu;
uint mantissa_shift = 32u - mantissa_bits;
uint mantissa = (value << 9u) >> mantissa_shift;
return (exp << mantissa_bits) | mantissa;
}
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 color = texelFetch(color_texture, coord, 0).rgba;
uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21)
| (conv_from_float(color.g, 6u) << 10)
| conv_from_float(color.b, 5u);
gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
}

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// Copyright 2021 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_tex;
layout(binding = 1) uniform isampler2D stencil_tex;
layout(location = 0) out vec4 color;
float conv_to_float(uint value, uint mantissa_bits) {
uint exp = (value >> mantissa_bits) & 0x1Fu;
uint mantissa_shift = 32u - mantissa_bits;
uint mantissa = (value << mantissa_shift) >> mantissa_shift;
return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
}
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
uint depth_stencil = (stencil << 24) | (depth >> 8);
uint red_int = (depth_stencil >> 21) & 0x07FF;
uint green_int = (depth_stencil >> 10) & 0x07FF;
uint blue_int = depth_stencil & 0x03FF;
color.r = conv_to_float(red_int, 6u);
color.g = conv_to_float(green_int, 6u);
color.b = conv_to_float(blue_int, 5u);
color.a = 1.0f;
}

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// Copyright 2021 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_tex;
layout(binding = 1) uniform isampler2D stencil_tex;
layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
uint depth_stencil = (stencil << 24) | (depth >> 8);
color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0);
color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0);
color.b = 0.0f;
color.a = 1.0f;
}

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// Copyright 2021 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 color_texture;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 color = texelFetch(color_texture, coord, 0).rgba;
uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16);
uint depth_stencil_unorm =
uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16);
gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
}

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#version 430 core
layout (local_size_x = 1, local_size_y = 1) in;
layout(binding = 0) buffer BgrImage {
uint bgr_copy[];
};
void main() {
const uint index = gl_GlobalInvocationID.y * gl_NumWorkGroups.x + gl_GlobalInvocationID.x;
const uint packed_bits = bgr_copy[index];
// R5 G6 B5
// RRRRRGGG GGGBBBBB
const uint blue = bitfieldExtract(packed_bits, 0, 5);
const uint green = bitfieldExtract(packed_bits, 5 + 0, 6);
const uint red = bitfieldExtract(packed_bits, 11 + 0, 5);
const uint swapped_bits = ((blue << 11) | (green << 5 ) | red);
bgr_copy[index] = swapped_bits;
return;
}

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#version 430 core
layout (local_size_x = 4, local_size_y = 4) in;
layout(binding = 0, rgba8) readonly uniform image2DArray bgr_input;
layout(binding = 1, rgba8) writeonly uniform image2DArray bgr_output;
void main() {
vec4 color = imageLoad(bgr_input, ivec3(gl_GlobalInvocationID));
imageStore(bgr_output, ivec3(gl_GlobalInvocationID), color.bgra);
}

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// 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;
}
}