// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #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); }