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author | Liam <byteslice@airmail.cc> | 2022-03-15 23:38:53 +0100 |
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committer | Liam <byteslice@airmail.cc> | 2022-03-16 01:05:21 +0100 |
commit | bcc2d7e69b393ab32d1688f53b123abeb433239b (patch) | |
tree | 2ef3c503417bf21ac99cdcbcf0bf372db38772a5 /src/video_core/host_shaders | |
parent | Merge pull request #8006 from BytesGalore/fix_cmake_missing_qt5_dbus (diff) | |
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Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r-- | src/video_core/host_shaders/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/video_core/host_shaders/convert_s8d24_to_abgr8.frag | 23 |
2 files changed, 24 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index fd3e41434..37b47d692 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -12,6 +12,7 @@ set(SHADER_FILES block_linear_unswizzle_3d.comp convert_abgr8_to_d24s8.frag convert_d24s8_to_abgr8.frag + convert_s8d24_to_abgr8.frag convert_depth_to_float.frag convert_float_to_depth.frag full_screen_triangle.vert diff --git a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag new file mode 100644 index 000000000..7ab73a8dd --- /dev/null +++ b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag @@ -0,0 +1,23 @@ +// 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); + + highp uint depth_val = + uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); + lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; + highp uvec4 components = + uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val); + color.rgba = vec4(components) / (exp2(8.0) - 1.0); +} |