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vk_compute_pass: Implement indexed quads
Implement indexed quads (GL_QUADS used with glDrawElements*) with a compute pass conversion. The compute shader converts from uint8/uint16/uint32 indices to uint32. The format is passed through push constants to avoid having different variants of the same shader. - Used by Fast RMX - Used by Xenoblade Chronicles 2 (it still has graphical due to synchronization issues on Vulkan)
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50
src/video_core/renderer_vulkan/shaders/quad_indexed.comp
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50
src/video_core/renderer_vulkan/shaders/quad_indexed.comp
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// Copyright 2020 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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/*
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* Build instructions:
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* $ glslangValidator -V quad_indexed.comp -o output.spv
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* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
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* $ xxd -i optimized.spv
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*
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* Then copy that bytecode to the C++ file
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*/
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#version 460 core
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layout (local_size_x = 1024) in;
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layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
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uint input_indexes[];
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};
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layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
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uint output_indexes[];
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};
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layout (push_constant) uniform PushConstants {
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uint base_vertex;
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int index_shift; // 0: uint8, 1: uint16, 2: uint32
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};
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void main() {
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int primitive = int(gl_GlobalInvocationID.x);
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if (primitive * 6 >= output_indexes.length()) {
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return;
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}
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int index_size = 8 << index_shift;
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int flipped_shift = 2 - index_shift;
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int mask = (1 << flipped_shift) - 1;
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const int quad_swizzle[6] = int[](0, 1, 2, 0, 2, 3);
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for (uint vertex = 0; vertex < 6; ++vertex) {
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int offset = primitive * 4 + quad_swizzle[vertex];
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int int_offset = offset >> flipped_shift;
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int bit_offset = (offset & mask) * index_size;
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uint packed_input = input_indexes[int_offset];
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uint index = bitfieldExtract(packed_input, bit_offset, index_size);
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output_indexes[primitive * 6 + vertex] = index + base_vertex;
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}
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}
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