mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-08-23 02:30:41 +02:00
HostShaders: Fix D24S8 convertion shaders.
This commit is contained in:
parent
779f4ac72d
commit
b96caf200d
@ -10,8 +10,9 @@ layout(binding = 0) uniform sampler2D color_texture;
|
|||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
|
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
|
||||||
uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
|
uvec4 bytes = color << uvec4(24, 16, 8, 0);
|
||||||
|
uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
|
||||||
|
|
||||||
gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
|
gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
|
||||||
gl_FragStencilRefARB = int(color.a);
|
gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
|
||||||
}
|
}
|
||||||
|
@ -7,13 +7,21 @@
|
|||||||
|
|
||||||
layout(binding = 0) uniform sampler2D color_texture;
|
layout(binding = 0) uniform sampler2D color_texture;
|
||||||
|
|
||||||
|
uint conv_from_float(float value_f, uint mantissa_bits) {
|
||||||
|
uint value = floatBitsToInt(value_f);
|
||||||
|
uint exp = (value >> 23) & 0x1Fu;
|
||||||
|
uint mantissa_shift = 32u - mantissa_bits;
|
||||||
|
uint mantissa = (value << 9u) >> mantissa_shift;
|
||||||
|
return (exp << mantissa_bits) | mantissa;
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
vec4 color = texelFetch(color_texture, coord, 0).rgba;
|
vec4 color = texelFetch(color_texture, coord, 0).rgba;
|
||||||
uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22)
|
uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21)
|
||||||
| (uint(color.g * (exp2(11) - 1.0f)) << 11)
|
| (conv_from_float(color.g, 6u) << 10)
|
||||||
| (uint(color.r * (exp2(11) - 1.0f)));
|
| conv_from_float(color.b, 5u);
|
||||||
|
|
||||||
gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
|
gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
|
||||||
gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
|
gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
|
||||||
}
|
}
|
||||||
|
@ -14,8 +14,10 @@ void main() {
|
|||||||
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
||||||
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
||||||
|
|
||||||
color.r = float(depth >> 16) / (exp2(8) - 1.0);
|
highp uint depth_val =
|
||||||
color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0);
|
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
||||||
color.b = float(depth & 0x00FF) / (exp2(8) - 1.0);
|
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
||||||
color.a = float(stencil) / (exp2(8) - 1.0);
|
highp uvec4 components =
|
||||||
|
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
|
||||||
|
color = vec4(components) / (exp2(8.0) - 1.0);
|
||||||
}
|
}
|
||||||
|
@ -9,13 +9,24 @@ layout(binding = 1) uniform isampler2D stencil_tex;
|
|||||||
|
|
||||||
layout(location = 0) out vec4 color;
|
layout(location = 0) out vec4 color;
|
||||||
|
|
||||||
|
float conv_to_float(uint value, uint mantissa_bits) {
|
||||||
|
uint exp = (value >> mantissa_bits) & 0x1Fu;
|
||||||
|
uint mantissa_shift = 32u - mantissa_bits;
|
||||||
|
uint mantissa = (value << mantissa_shift) >> mantissa_shift;
|
||||||
|
return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
|
||||||
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
||||||
|
uint depth_stencil = (stencil << 24) | (depth >> 8);
|
||||||
|
uint red_int = (depth_stencil >> 21) & 0x07FF;
|
||||||
|
uint green_int = (depth_stencil >> 10) & 0x07FF;
|
||||||
|
uint blue_int = depth_stencil & 0x03FF;
|
||||||
|
|
||||||
color.b = float(depth >> 22) / (exp2(10) - 1.0);
|
color.r = conv_to_float(red_int, 6u);
|
||||||
color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
|
color.g = conv_to_float(green_int, 6u);
|
||||||
color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
|
color.b = conv_to_float(blue_int, 5u);
|
||||||
color.a = 1.0f;
|
color.a = 1.0f;
|
||||||
}
|
}
|
||||||
|
@ -11,11 +11,12 @@ layout(location = 0) out vec4 color;
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
|
||||||
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
|
||||||
|
uint depth_stencil = (stencil << 24) | (depth >> 8);
|
||||||
|
|
||||||
color.r = float(depth >> 16) / (exp2(16) - 1.0);
|
color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0);
|
||||||
color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
|
color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0);
|
||||||
color.b = 0.0f;
|
color.b = 0.0f;
|
||||||
color.a = 1.0f;
|
color.a = 1.0f;
|
||||||
}
|
}
|
||||||
|
@ -10,9 +10,10 @@ layout(binding = 0) uniform sampler2D color_texture;
|
|||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||||
vec4 color = texelFetch(color_texture, coord, 0).rgba;
|
vec4 color = texelFetch(color_texture, coord, 0).rgba;
|
||||||
uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16)
|
uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16);
|
||||||
| (uint(color.g * (exp2(16) - 1.0f)) << 16);
|
uint depth_stencil_unorm =
|
||||||
|
uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16);
|
||||||
|
|
||||||
gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
|
gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
|
||||||
gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
|
gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user