diff options
author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-21 20:52:39 +0100 |
---|---|---|
committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-21 21:04:04 +0100 |
commit | b96caf200d047b81554c3839c7a6a7c35b251944 (patch) | |
tree | ac8093a52aa4c9c29824db09ac938699e2891684 /src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag | |
parent | TextureCache: Eliminate format deduction as full depth conversion has been supported. (diff) | |
download | yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.gz yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.bz2 yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.lz yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.xz yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.tar.zst yuzu-b96caf200d047b81554c3839c7a6a7c35b251944.zip |
Diffstat (limited to '')
-rw-r--r-- | src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag | 18 |
1 files changed, 13 insertions, 5 deletions
diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag index 2999a84cf..11bdd861d 100644 --- a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag @@ -7,13 +7,21 @@ 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 = (uint(color.b * (exp2(10) - 1.0f)) << 22) - | (uint(color.g * (exp2(11) - 1.0f)) << 11) - | (uint(color.r * (exp2(11) - 1.0f))); + 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 >> 8) / (exp2(24.0) - 1.0f); - gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); + gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); } |