From 2ec7fcecb7d1f0bc8f943a3f7cb4d2e215bc4e76 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Fri, 19 Nov 2021 03:17:02 +0100 Subject: Vulkan: implement D24S8 <-> RGBA8 convertions. --- src/video_core/host_shaders/CMakeLists.txt | 2 ++ .../host_shaders/convert_abgr8_to_d24s8.frag | 17 +++++++++++++++++ .../host_shaders/convert_d24s8_to_abgr8.frag | 21 +++++++++++++++++++++ 3 files changed, 40 insertions(+) create mode 100644 src/video_core/host_shaders/convert_abgr8_to_d24s8.frag create mode 100644 src/video_core/host_shaders/convert_d24s8_to_abgr8.frag (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index d779a967a..fd3e41434 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -10,6 +10,8 @@ set(SHADER_FILES astc_decoder.comp block_linear_unswizzle_2d.comp block_linear_unswizzle_3d.comp + convert_abgr8_to_d24s8.frag + convert_d24s8_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_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag new file mode 100644 index 000000000..f7657e50a --- /dev/null +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -0,0 +1,17 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 450 +// #extension GL_ARB_shader_stencil_export : require + +layout(binding = 0) uniform sampler2D color_texture; + +void main() { + ivec2 coord = ivec2(gl_FragCoord.xy); + uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); + uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; + + gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); + // gl_FragStencilRefARB = int(color.a); +} diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag new file mode 100644 index 000000000..ff3bf8209 --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag @@ -0,0 +1,21 @@ +// 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); + + color.r = float(depth >> 16) / (exp2(8) - 1.0); + color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0); + color.b = float(depth & 0x00FF) / (exp2(8) - 1.0); + color.a = float(stencil) / (exp2(8) - 1.0); +} -- cgit v1.2.3 From b805c7bf058c6da04620cf75880509bdf6d5986c Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Fri, 19 Nov 2021 06:27:44 +0100 Subject: TextureCache: Implement additional D24S8 convertions. --- src/video_core/host_shaders/CMakeLists.txt | 2 ++ .../host_shaders/convert_d24s8_to_b10g11r11.frag | 21 +++++++++++++++++++++ .../host_shaders/convert_d24s8_to_r16g16.frag | 21 +++++++++++++++++++++ 3 files changed, 44 insertions(+) create mode 100644 src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag create mode 100644 src/video_core/host_shaders/convert_d24s8_to_r16g16.frag (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index fd3e41434..87042195a 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -12,6 +12,8 @@ set(SHADER_FILES block_linear_unswizzle_3d.comp convert_abgr8_to_d24s8.frag convert_d24s8_to_abgr8.frag + convert_d24s8_to_b10g11r11.frag + convert_d24s8_to_r16g16.frag convert_depth_to_float.frag convert_float_to_depth.frag full_screen_triangle.vert diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag new file mode 100644 index 000000000..c743d3a13 --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag @@ -0,0 +1,21 @@ +// 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); + + color.b = float(depth >> 22) / (exp2(10) - 1.0); + color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0); + color.r = float(depth & 0x00FF) / (exp2(11) - 1.0); + color.a = 1.0f; +} diff --git a/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag new file mode 100644 index 000000000..2a9443d3d --- /dev/null +++ b/src/video_core/host_shaders/convert_d24s8_to_r16g16.frag @@ -0,0 +1,21 @@ +// 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); + + color.r = float(depth >> 16) / (exp2(16) - 1.0); + color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0); + color.b = 0.0f; + color.a = 1.0f; +} -- cgit v1.2.3 From 1d5e6a51d7f66cf089d541a009c84c373fd5c6ab Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Fri, 19 Nov 2021 23:22:44 +0100 Subject: TextureCache: Add B10G11R11 to D24S8 converter. --- src/video_core/host_shaders/CMakeLists.txt | 1 + .../host_shaders/convert_b10g11r11_to_d24s8.frag | 19 +++++++++++++++++++ 2 files changed, 20 insertions(+) create mode 100644 src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 87042195a..a2e046f12 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -11,6 +11,7 @@ set(SHADER_FILES block_linear_unswizzle_2d.comp block_linear_unswizzle_3d.comp convert_abgr8_to_d24s8.frag + convert_b10g11r11_to_d24s8.frag convert_d24s8_to_abgr8.frag convert_d24s8_to_b10g11r11.frag convert_d24s8_to_r16g16.frag diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag new file mode 100644 index 000000000..b7358c15c --- /dev/null +++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag @@ -0,0 +1,19 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 450 +// #extension GL_ARB_shader_stencil_export : require + +layout(binding = 0) uniform sampler2D color_texture; + +void main() { + ivec2 coord = ivec2(gl_FragCoord.xy); + vec4 color = texelFetch(color_texture, coord, 0).rgba; + uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22) + | (uint(color.g * (exp2(11) - 1.0f)) << 11) + | (uint(color.r * (exp2(11) - 1.0f))); + + gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); + // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); +} -- cgit v1.2.3 From e02cff2f69f9a90777f87f85f290f83fc04c16ec Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Sat, 20 Nov 2021 00:02:12 +0100 Subject: TextureCache: Add R16G16 to D24S8 converter. --- src/video_core/host_shaders/CMakeLists.txt | 1 + .../host_shaders/convert_r16g16_to_d24s8.frag | 18 ++++++++++++++++++ 2 files changed, 19 insertions(+) create mode 100644 src/video_core/host_shaders/convert_r16g16_to_d24s8.frag (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index a2e046f12..1c91999d7 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -17,6 +17,7 @@ set(SHADER_FILES convert_d24s8_to_r16g16.frag convert_depth_to_float.frag convert_float_to_depth.frag + convert_r16g16_to_d24s8.frag full_screen_triangle.vert fxaa.frag fxaa.vert diff --git a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag new file mode 100644 index 000000000..7b1b914f6 --- /dev/null +++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag @@ -0,0 +1,18 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 450 +// #extension GL_ARB_shader_stencil_export : require + +layout(binding = 0) uniform sampler2D color_texture; + +void main() { + ivec2 coord = ivec2(gl_FragCoord.xy); + vec4 color = texelFetch(color_texture, coord, 0).rgba; + uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16) + | (uint(color.g * (exp2(16) - 1.0f)) << 16); + + gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); + // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); +} -- cgit v1.2.3 From 4ca6e9a9e23b96d259cc1f1ba50b9464a8fa12e8 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Sat, 20 Nov 2021 06:17:01 +0100 Subject: TextureCache: Assure full conversions on depth/stencil write shaders. --- src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | 4 ++-- src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag | 4 ++-- src/video_core/host_shaders/convert_r16g16_to_d24s8.frag | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index f7657e50a..4e4ab6a26 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -3,7 +3,7 @@ // Refer to the license.txt file included. #version 450 -// #extension GL_ARB_shader_stencil_export : require +#extension GL_ARB_shader_stencil_export : require layout(binding = 0) uniform sampler2D color_texture; @@ -13,5 +13,5 @@ void main() { uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); - // gl_FragStencilRefARB = int(color.a); + gl_FragStencilRefARB = int(color.a); } diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag index b7358c15c..2999a84cf 100644 --- a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag @@ -3,7 +3,7 @@ // Refer to the license.txt file included. #version 450 -// #extension GL_ARB_shader_stencil_export : require +#extension GL_ARB_shader_stencil_export : require layout(binding = 0) uniform sampler2D color_texture; @@ -15,5 +15,5 @@ void main() { | (uint(color.r * (exp2(11) - 1.0f))); gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); - // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); + gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); } diff --git a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag index 7b1b914f6..3df70575e 100644 --- a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag @@ -3,7 +3,7 @@ // Refer to the license.txt file included. #version 450 -// #extension GL_ARB_shader_stencil_export : require +#extension GL_ARB_shader_stencil_export : require layout(binding = 0) uniform sampler2D color_texture; @@ -14,5 +14,5 @@ void main() { | (uint(color.g * (exp2(16) - 1.0f)) << 16); gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); - // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); + gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); } -- cgit v1.2.3