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. --- .../host_shaders/convert_d24s8_to_abgr8.frag | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) create mode 100644 src/video_core/host_shaders/convert_d24s8_to_abgr8.frag (limited to 'src/video_core/host_shaders/convert_d24s8_to_abgr8.frag') 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