From b96caf200d047b81554c3839c7a6a7c35b251944 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Sun, 21 Nov 2021 20:52:39 +0100 Subject: HostShaders: Fix D24S8 convertion shaders. --- src/video_core/host_shaders/convert_d24s8_to_r16g16.frag | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/video_core/host_shaders/convert_d24s8_to_r16g16.frag') diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag index 2a9443d3d..c48a7ac66 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag @@ -11,11 +11,12 @@ 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 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 >> 16) / (exp2(16) - 1.0); - color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0); + 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; } -- cgit v1.2.3 From 853284943901560081f6ff992b6c04b7c33f0d21 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Mon, 22 Nov 2021 00:00:01 +0100 Subject: TextureCache: Simplify blitting of D24S8 formats and fix bugs. --- .../host_shaders/convert_d24s8_to_r16g16.frag | 22 ---------------------- 1 file changed, 22 deletions(-) delete mode 100644 src/video_core/host_shaders/convert_d24s8_to_r16g16.frag (limited to 'src/video_core/host_shaders/convert_d24s8_to_r16g16.frag') diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag deleted file mode 100644 index c48a7ac66..000000000 --- a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag +++ /dev/null @@ -1,22 +0,0 @@ -// 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; -} -- cgit v1.2.3