mirror of
https://github.com/citra-emu/citra.git
synced 2024-11-21 19:30:06 +00:00
host_shaders: Remove dependency on shaderSampledImageArrayDynamicIndexing
This commit is contained in:
parent
549fdd0736
commit
20ef8e47e6
@ -20,6 +20,18 @@ layout (push_constant, std140) uniform DrawInfo {
|
||||
|
||||
layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
|
||||
|
||||
void main() {
|
||||
color = texture(screen_textures[screen_id_l], frag_tex_coord);
|
||||
// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
|
||||
vec4 GetScreen(int screen_id) {
|
||||
switch (screen_id) {
|
||||
case 0:
|
||||
return texture(screen_textures[0], frag_tex_coord);
|
||||
case 1:
|
||||
return texture(screen_textures[1], frag_tex_coord);
|
||||
case 2:
|
||||
return texture(screen_textures[2], frag_tex_coord);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
color = GetScreen(screen_id_l);
|
||||
}
|
||||
|
@ -32,8 +32,20 @@ layout (push_constant, std140) uniform DrawInfo {
|
||||
|
||||
layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
|
||||
|
||||
// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
|
||||
vec4 GetScreen(int screen_id) {
|
||||
switch (screen_id) {
|
||||
case 0:
|
||||
return texture(screen_textures[0], frag_tex_coord);
|
||||
case 1:
|
||||
return texture(screen_textures[1], frag_tex_coord);
|
||||
case 2:
|
||||
return texture(screen_textures[2], frag_tex_coord);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 color_tex_l = texture(screen_textures[screen_id_l], frag_tex_coord);
|
||||
vec4 color_tex_r = texture(screen_textures[screen_id_r], frag_tex_coord);
|
||||
vec4 color_tex_l = GetScreen(screen_id_l);
|
||||
vec4 color_tex_r = GetScreen(screen_id_r);
|
||||
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
|
||||
}
|
||||
|
@ -20,10 +20,22 @@ layout (push_constant, std140) uniform DrawInfo {
|
||||
|
||||
layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
|
||||
|
||||
// Not all vulkan drivers support shaderSampledImageArrayDynamicIndexing, so index manually.
|
||||
vec4 GetScreen(int screen_id) {
|
||||
switch (screen_id) {
|
||||
case 0:
|
||||
return texture(screen_textures[0], frag_tex_coord);
|
||||
case 1:
|
||||
return texture(screen_textures[1], frag_tex_coord);
|
||||
case 2:
|
||||
return texture(screen_textures[2], frag_tex_coord);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == reverse_interlaced)
|
||||
color = texture(screen_textures[screen_id_l], frag_tex_coord);
|
||||
color = GetScreen(screen_id_l);
|
||||
else
|
||||
color = texture(screen_textures[screen_id_r], frag_tex_coord);
|
||||
color = GetScreen(screen_id_r);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user