citra/src/video_core/host_shaders/vulkan_depth_to_buffer.comp

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#version 450 core
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(binding = 0) uniform highp sampler2D depth;
layout(binding = 1) uniform lowp usampler2D stencil;
layout(binding = 2) writeonly buffer OutputBuffer{
uint pixels[];
} staging;
layout(push_constant, std140) uniform ComputeInfo {
mediump ivec2 src_offset;
mediump ivec2 dst_offset;
mediump ivec2 extent;
};
void main() {
ivec2 rect = ivec2(gl_NumWorkGroups.xy) * ivec2(8);
ivec2 dst_coord = ivec2(gl_GlobalInvocationID.xy);
ivec2 tex_icoord = src_offset + dst_coord;
highp vec2 tex_coord = vec2(tex_icoord) / vec2(extent);
highp uint depth_val = uint(texture(depth, tex_coord).x * (exp2(24.0) - 1.0));
lowp uint stencil_val = texture(stencil, tex_coord).x;
highp uint value = stencil_val | (depth_val << 8);
staging.pixels[dst_coord.y * rect.x + dst_coord.x] = value;
}