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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-04-14 17:54:45 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-04-16 21:12:32 -0300
commitc96177090077a3cf4f73f83920bb067ef873bfca (patch)
tree562335891075d7fa69e615bdb8e60cee80b3c6bb /src/video_core/renderer_vulkan/shaders
parentc81f2561111541e1b5b7f18b70ea69f93a33904d (diff)
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)
Diffstat (limited to 'src/video_core/renderer_vulkan/shaders')
-rw-r--r--src/video_core/renderer_vulkan/shaders/quad_indexed.comp50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/video_core/renderer_vulkan/shaders/quad_indexed.comp b/src/video_core/renderer_vulkan/shaders/quad_indexed.comp
new file mode 100644
index 000000000..5a472ba9b
--- /dev/null
+++ b/src/video_core/renderer_vulkan/shaders/quad_indexed.comp
@@ -0,0 +1,50 @@
+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+/*
+ * Build instructions:
+ * $ glslangValidator -V quad_indexed.comp -o output.spv
+ * $ spirv-opt -O --strip-debug output.spv -o optimized.spv
+ * $ xxd -i optimized.spv
+ *
+ * Then copy that bytecode to the C++ file
+ */
+
+#version 460 core
+
+layout (local_size_x = 1024) in;
+
+layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
+ uint input_indexes[];
+};
+
+layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
+ uint output_indexes[];
+};
+
+layout (push_constant) uniform PushConstants {
+ uint base_vertex;
+ int index_shift; // 0: uint8, 1: uint16, 2: uint32
+};
+
+void main() {
+ int primitive = int(gl_GlobalInvocationID.x);
+ if (primitive * 6 >= output_indexes.length()) {
+ return;
+ }
+
+ int index_size = 8 << index_shift;
+ int flipped_shift = 2 - index_shift;
+ int mask = (1 << flipped_shift) - 1;
+
+ const int quad_swizzle[6] = int[](0, 1, 2, 0, 2, 3);
+ for (uint vertex = 0; vertex < 6; ++vertex) {
+ int offset = primitive * 4 + quad_swizzle[vertex];
+ int int_offset = offset >> flipped_shift;
+ int bit_offset = (offset & mask) * index_size;
+ uint packed_input = input_indexes[int_offset];
+ uint index = bitfieldExtract(packed_input, bit_offset, index_size);
+ output_indexes[primitive * 6 + vertex] = index + base_vertex;
+ }
+}