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https://github.com/yuzu-emu/yuzu-android.git
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Vulkan: implement D24S8 <-> RGBA8 convertions.
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@ -10,6 +10,8 @@ set(SHADER_FILES
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astc_decoder.comp
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_d24s8_to_abgr8.frag
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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17
src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
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src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
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@ -0,0 +1,17 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
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uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
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gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(color.a);
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}
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src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
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src/video_core/host_shaders/convert_d24s8_to_abgr8.frag
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@ -0,0 +1,21 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 450
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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color.r = float(depth >> 16) / (exp2(8) - 1.0);
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color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0);
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color.b = float(depth & 0x00FF) / (exp2(8) - 1.0);
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color.a = float(stencil) / (exp2(8) - 1.0);
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}
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