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TextureCache: Implement additional D24S8 convertions.
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@ -12,6 +12,8 @@ set(SHADER_FILES
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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_d24s8_to_b10g11r11.frag
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convert_d24s8_to_r16g16.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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src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
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src/video_core/host_shaders/convert_d24s8_to_b10g11r11.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.b = float(depth >> 22) / (exp2(10) - 1.0);
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color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
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color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
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color.a = 1.0f;
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}
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src/video_core/host_shaders/convert_d24s8_to_r16g16.frag
Normal file
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src/video_core/host_shaders/convert_d24s8_to_r16g16.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(16) - 1.0);
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color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
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color.b = 0.0f;
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color.a = 1.0f;
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}
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