diff options
Diffstat (limited to 'src/video_core/host_shaders')
7 files changed, 123 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index d779a967a..1c91999d7 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -10,8 +10,14 @@ set(SHADER_FILES astc_decoder.comp block_linear_unswizzle_2d.comp block_linear_unswizzle_3d.comp + convert_abgr8_to_d24s8.frag + convert_b10g11r11_to_d24s8.frag + convert_d24s8_to_abgr8.frag + convert_d24s8_to_b10g11r11.frag + convert_d24s8_to_r16g16.frag convert_depth_to_float.frag convert_float_to_depth.frag + convert_r16g16_to_d24s8.frag full_screen_triangle.vert fxaa.frag fxaa.vert diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag new file mode 100644 index 000000000..4e4ab6a26 --- /dev/null +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -0,0 +1,17 @@ +// 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); + uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); + uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; + + gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(color.a); +} diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag new file mode 100644 index 000000000..2999a84cf --- /dev/null +++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag @@ -0,0 +1,19 @@ +// 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; + 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))); + + gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); +} diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag new file mode 100644 index 000000000..ff3bf8209 --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag @@ -0,0 +1,21 @@ +// 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(24.0) - 1.0f)); + uint stencil = uint(textureLod(stencil_tex, coord, 0).r); + + color.r = float(depth >> 16) / (exp2(8) - 1.0); + color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0); + color.b = float(depth & 0x00FF) / (exp2(8) - 1.0); + color.a = float(stencil) / (exp2(8) - 1.0); +} diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag new file mode 100644 index 000000000..c743d3a13 --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag @@ -0,0 +1,21 @@ +// 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(24.0) - 1.0f)); + uint stencil = uint(textureLod(stencil_tex, coord, 0).r); + + color.b = float(depth >> 22) / (exp2(10) - 1.0); + color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0); + color.r = float(depth & 0x00FF) / (exp2(11) - 1.0); + color.a = 1.0f; +} diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag new file mode 100644 index 000000000..2a9443d3d --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag @@ -0,0 +1,21 @@ +// 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(24.0) - 1.0f)); + uint stencil = uint(textureLod(stencil_tex, coord, 0).r); + + color.r = float(depth >> 16) / (exp2(16) - 1.0); + color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0); + color.b = 0.0f; + color.a = 1.0f; +} 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..3df70575e --- /dev/null +++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag @@ -0,0 +1,18 @@ +// 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; + uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16) + | (uint(color.g * (exp2(16) - 1.0f)) << 16); + + gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); +} |