forked from ShuriZma/suyu
HostShaders: Fix D24S8 convertion shaders.
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779f4ac72d
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b96caf200d
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@ -10,8 +10,9 @@ layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
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uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
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uvec4 bytes = color << uvec4(24, 16, 8, 0);
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uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
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gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
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gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
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gl_FragStencilRefARB = int(color.a);
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gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
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}
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}
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@ -7,13 +7,21 @@
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layout(binding = 0) uniform sampler2D color_texture;
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layout(binding = 0) uniform sampler2D color_texture;
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uint conv_from_float(float value_f, uint mantissa_bits) {
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uint value = floatBitsToInt(value_f);
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uint exp = (value >> 23) & 0x1Fu;
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uint mantissa_shift = 32u - mantissa_bits;
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uint mantissa = (value << 9u) >> mantissa_shift;
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return (exp << mantissa_bits) | mantissa;
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}
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22)
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uint depth_stencil_unorm = (conv_from_float(color.r, 6u) << 21)
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| (uint(color.g * (exp2(11) - 1.0f)) << 11)
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| (conv_from_float(color.g, 6u) << 10)
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| (uint(color.r * (exp2(11) - 1.0f)));
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| conv_from_float(color.b, 5u);
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
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}
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}
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@ -14,8 +14,10 @@ void main() {
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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color.r = float(depth >> 16) / (exp2(8) - 1.0);
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highp uint depth_val =
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color.g = float((depth >> 8) & 0x00FF) / (exp2(8) - 1.0);
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
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color.b = float(depth & 0x00FF) / (exp2(8) - 1.0);
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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color.a = float(stencil) / (exp2(8) - 1.0);
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highp uvec4 components =
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uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
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color = vec4(components) / (exp2(8.0) - 1.0);
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}
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}
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@ -9,13 +9,24 @@ layout(binding = 1) uniform isampler2D stencil_tex;
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layout(location = 0) out vec4 color;
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layout(location = 0) out vec4 color;
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float conv_to_float(uint value, uint mantissa_bits) {
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uint exp = (value >> mantissa_bits) & 0x1Fu;
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uint mantissa_shift = 32u - mantissa_bits;
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uint mantissa = (value << mantissa_shift) >> mantissa_shift;
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return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
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}
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint depth_stencil = (stencil << 24) | (depth >> 8);
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uint red_int = (depth_stencil >> 21) & 0x07FF;
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uint green_int = (depth_stencil >> 10) & 0x07FF;
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uint blue_int = depth_stencil & 0x03FF;
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color.b = float(depth >> 22) / (exp2(10) - 1.0);
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color.r = conv_to_float(red_int, 6u);
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color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
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color.g = conv_to_float(green_int, 6u);
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color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
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color.b = conv_to_float(blue_int, 5u);
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color.a = 1.0f;
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color.a = 1.0f;
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}
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}
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@ -11,11 +11,12 @@ layout(location = 0) out vec4 color;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
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uint depth_stencil = (stencil << 24) | (depth >> 8);
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color.r = float(depth >> 16) / (exp2(16) - 1.0);
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color.r = float(depth_stencil & 0x0000FFFFu) / (exp2(16) - 1.0);
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color.g = float((depth >> 16) & 0x00FF) / (exp2(16) - 1.0);
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color.g = float(depth_stencil >> 16) / (exp2(16) - 1.0);
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color.b = 0.0f;
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color.b = 0.0f;
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color.a = 1.0f;
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color.a = 1.0f;
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}
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}
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@ -10,9 +10,10 @@ layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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uint depth_stencil_unorm = (uint(color.r * (exp2(16) - 1.0f)) << 16)
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uvec2 bytes = uvec2(color.rg * (exp2(16) - 1.0f)) << uvec2(0, 16);
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| (uint(color.g * (exp2(16) - 1.0f)) << 16);
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uint depth_stencil_unorm =
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uint(color.r * (exp2(16) - 1.0f)) | (uint(color.g * (exp2(16) - 1.0f)) << 16);
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f);
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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gl_FragStencilRefARB = int(depth_stencil_unorm >> 24);
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}
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}
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