diff options
Diffstat (limited to 'src/video_core/host_shaders')
18 files changed, 674 insertions, 21 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index aa62363a7..4c7399d5a 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -1,18 +1,29 @@ set(SHADER_FILES + block_linear_unswizzle_2d.comp + block_linear_unswizzle_3d.comp + convert_depth_to_float.frag + convert_float_to_depth.frag + full_screen_triangle.vert + opengl_copy_bc4.comp opengl_present.frag opengl_present.vert + pitch_unswizzle.comp + vulkan_blit_color_float.frag + vulkan_blit_depth_stencil.frag + vulkan_present.frag + vulkan_present.vert + vulkan_quad_array.comp + vulkan_quad_indexed.comp + vulkan_uint8.comp ) -set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include) -set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE) +find_program(GLSLANGVALIDATOR "glslangValidator" REQUIRED) + +set(GLSL_FLAGS "") +set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include) set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders) -add_custom_command( - OUTPUT - ${SHADER_DIR} - COMMAND - ${CMAKE_COMMAND} -E make_directory ${SHADER_DIR} -) +set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE) set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in) set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake) @@ -20,19 +31,36 @@ set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake) foreach(FILENAME IN ITEMS ${SHADER_FILES}) string(REPLACE "." "_" SHADER_NAME ${FILENAME}) set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME}) - set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h) - add_custom_command( - OUTPUT - ${HEADER_FILE} - COMMAND - ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${HEADER_FILE} ${INPUT_FILE} - MAIN_DEPENDENCY - ${SOURCE_FILE} - DEPENDS - ${HEADER_GENERATOR} - ${INPUT_FILE} - ) - set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE}) + # Skip generating source headers on Vulkan exclusive files + if (NOT ${FILENAME} MATCHES "vulkan.*") + set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h) + add_custom_command( + OUTPUT + ${SOURCE_HEADER_FILE} + COMMAND + ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE} + MAIN_DEPENDENCY + ${SOURCE_FILE} + DEPENDS + ${INPUT_FILE} + # HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified + ) + set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE}) + endif() + # Skip compiling to SPIR-V OpenGL exclusive files + if (NOT ${FILENAME} MATCHES "opengl.*") + string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME) + set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h) + add_custom_command( + OUTPUT + ${SPIRV_HEADER_FILE} + COMMAND + ${GLSLANGVALIDATOR} -V ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} + MAIN_DEPENDENCY + ${SOURCE_FILE} + ) + set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE}) + endif() endforeach() add_custom_target(host_shaders diff --git a/src/video_core/host_shaders/StringShaderHeader.cmake b/src/video_core/host_shaders/StringShaderHeader.cmake index 368bce0ed..c0fc49768 100644 --- a/src/video_core/host_shaders/StringShaderHeader.cmake +++ b/src/video_core/host_shaders/StringShaderHeader.cmake @@ -8,4 +8,6 @@ string(TOUPPER ${CONTENTS_NAME} CONTENTS_NAME) file(READ ${SOURCE_FILE} CONTENTS) +get_filename_component(OUTPUT_DIR ${HEADER_FILE} DIRECTORY) +make_directory(${OUTPUT_DIR}) configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY) diff --git a/src/video_core/host_shaders/block_linear_unswizzle_2d.comp b/src/video_core/host_shaders/block_linear_unswizzle_2d.comp new file mode 100644 index 000000000..a131be79e --- /dev/null +++ b/src/video_core/host_shaders/block_linear_unswizzle_2d.comp @@ -0,0 +1,122 @@ +// 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_SWIZZLE_BUFFER 0 +#define BINDING_INPUT_BUFFER 1 +#define BINDING_OUTPUT_IMAGE 2 + +#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_SWIZZLE_BUFFER 0 +#define BINDING_INPUT_BUFFER 1 +#define BINDING_OUTPUT_IMAGE 0 + +#endif + +BEGIN_PUSH_CONSTANTS +UNIFORM(0) uvec3 origin; +UNIFORM(1) ivec3 destination; +UNIFORM(2) uint bytes_per_block_log2; +UNIFORM(3) uint layer_stride; +UNIFORM(4) uint block_size; +UNIFORM(5) uint x_shift; +UNIFORM(6) uint block_height; +UNIFORM(7) uint block_height_mask; +END_PUSH_CONSTANTS + +layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable { + uint swizzle_table[]; +}; + +#if HAS_EXTENDED_TYPES +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; }; +#endif +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; }; + +layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage2DArray output_image; + +layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; + +const uint GOB_SIZE_X = 64; +const uint GOB_SIZE_Y = 8; +const uint GOB_SIZE_Z = 1; +const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z; + +const uint GOB_SIZE_X_SHIFT = 6; +const uint GOB_SIZE_Y_SHIFT = 3; +const uint GOB_SIZE_Z_SHIFT = 0; +const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT; + +const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1); + +uint SwizzleOffset(uvec2 pos) { + pos = pos & SWIZZLE_MASK; + 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 * layer_stride; + 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); +} diff --git a/src/video_core/host_shaders/block_linear_unswizzle_3d.comp b/src/video_core/host_shaders/block_linear_unswizzle_3d.comp new file mode 100644 index 000000000..bb6872e6b --- /dev/null +++ b/src/video_core/host_shaders/block_linear_unswizzle_3d.comp @@ -0,0 +1,125 @@ +// 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_SWIZZLE_BUFFER 0 +#define BINDING_INPUT_BUFFER 1 +#define BINDING_OUTPUT_IMAGE 2 + +#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_SWIZZLE_BUFFER 0 +#define BINDING_INPUT_BUFFER 1 +#define BINDING_OUTPUT_IMAGE 0 + +#endif + +BEGIN_PUSH_CONSTANTS +UNIFORM(0) uvec3 origin; +UNIFORM(1) ivec3 destination; +UNIFORM(2) uint bytes_per_block_log2; +UNIFORM(3) uint slice_size; +UNIFORM(4) uint block_size; +UNIFORM(5) uint x_shift; +UNIFORM(6) uint block_height; +UNIFORM(7) uint block_height_mask; +UNIFORM(8) uint block_depth; +UNIFORM(9) uint block_depth_mask; +END_PUSH_CONSTANTS + +layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable { + uint swizzle_table[]; +}; + +#if HAS_EXTENDED_TYPES +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; }; +#endif +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; }; +layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; }; + +layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage3D output_image; + +layout(local_size_x = 16, local_size_y = 8, local_size_z = 8) in; + +const uint GOB_SIZE_X = 64; +const uint GOB_SIZE_Y = 8; +const uint GOB_SIZE_Z = 1; +const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z; + +const uint GOB_SIZE_X_SHIFT = 6; +const uint GOB_SIZE_Y_SHIFT = 3; +const uint GOB_SIZE_Z_SHIFT = 0; +const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT; + +const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1); + +uint SwizzleOffset(uvec2 pos) { + pos = pos & SWIZZLE_MASK; + 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); +} diff --git a/src/video_core/host_shaders/convert_depth_to_float.frag b/src/video_core/host_shaders/convert_depth_to_float.frag new file mode 100644 index 000000000..624c58509 --- /dev/null +++ b/src/video_core/host_shaders/convert_depth_to_float.frag @@ -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; +} diff --git a/src/video_core/host_shaders/convert_float_to_depth.frag b/src/video_core/host_shaders/convert_float_to_depth.frag new file mode 100644 index 000000000..d86c795f4 --- /dev/null +++ b/src/video_core/host_shaders/convert_float_to_depth.frag @@ -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; +} diff --git a/src/video_core/host_shaders/full_screen_triangle.vert b/src/video_core/host_shaders/full_screen_triangle.vert new file mode 100644 index 000000000..452ad6502 --- /dev/null +++ b/src/video_core/host_shaders/full_screen_triangle.vert @@ -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); +} diff --git a/src/video_core/host_shaders/opengl_copy_bc4.comp b/src/video_core/host_shaders/opengl_copy_bc4.comp new file mode 100644 index 000000000..7b8e20fbe --- /dev/null +++ b/src/video_core/host_shaders/opengl_copy_bc4.comp @@ -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); +} diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag index 8a4cb024b..84b818227 100644 --- a/src/video_core/host_shaders/opengl_present.frag +++ b/src/video_core/host_shaders/opengl_present.frag @@ -1,3 +1,7 @@ +// 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; diff --git a/src/video_core/host_shaders/opengl_present.vert b/src/video_core/host_shaders/opengl_present.vert index 2235d31a4..c3b5adbba 100644 --- a/src/video_core/host_shaders/opengl_present.vert +++ b/src/video_core/host_shaders/opengl_present.vert @@ -1,3 +1,7 @@ +// 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 { diff --git a/src/video_core/host_shaders/pitch_unswizzle.comp b/src/video_core/host_shaders/pitch_unswizzle.comp new file mode 100644 index 000000000..cb48ec170 --- /dev/null +++ b/src/video_core/host_shaders/pitch_unswizzle.comp @@ -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); +} diff --git a/src/video_core/host_shaders/vulkan_blit_color_float.frag b/src/video_core/host_shaders/vulkan_blit_color_float.frag new file mode 100644 index 000000000..4a6aae410 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_blit_color_float.frag @@ -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); +} diff --git a/src/video_core/host_shaders/vulkan_blit_depth_stencil.frag b/src/video_core/host_shaders/vulkan_blit_depth_stencil.frag new file mode 100644 index 000000000..19bb23a5a --- /dev/null +++ b/src/video_core/host_shaders/vulkan_blit_depth_stencil.frag @@ -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; +} diff --git a/src/video_core/host_shaders/vulkan_present.frag b/src/video_core/host_shaders/vulkan_present.frag new file mode 100644 index 000000000..0979ff3e6 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_present.frag @@ -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); +} diff --git a/src/video_core/host_shaders/vulkan_present.vert b/src/video_core/host_shaders/vulkan_present.vert new file mode 100644 index 000000000..00b868958 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_present.vert @@ -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; +} diff --git a/src/video_core/host_shaders/vulkan_quad_array.comp b/src/video_core/host_shaders/vulkan_quad_array.comp new file mode 100644 index 000000000..212f4e998 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_quad_array.comp @@ -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; + } +} diff --git a/src/video_core/host_shaders/vulkan_quad_indexed.comp b/src/video_core/host_shaders/vulkan_quad_indexed.comp new file mode 100644 index 000000000..8655591d0 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_quad_indexed.comp @@ -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; + } +} diff --git a/src/video_core/host_shaders/vulkan_uint8.comp b/src/video_core/host_shaders/vulkan_uint8.comp new file mode 100644 index 000000000..ad74d7af9 --- /dev/null +++ b/src/video_core/host_shaders/vulkan_uint8.comp @@ -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]); + } +} |