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Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
renderer_vulkan/shader: Add helper GLSL shaders
This commit is contained in:
commit
aea978e037
24
src/video_core/renderer_vulkan/shaders/blit.frag
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24
src/video_core/renderer_vulkan/shaders/blit.frag
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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/*
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* Build instructions:
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* $ glslangValidator -V $THIS_FILE -o output.spv
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* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
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* $ xxd -i optimized.spv
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*
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* Then copy that bytecode to the C++ file
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*/
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#version 460 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 1) uniform sampler2D color_texture;
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void main() {
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color = texture(color_texture, frag_tex_coord);
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}
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28
src/video_core/renderer_vulkan/shaders/blit.vert
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src/video_core/renderer_vulkan/shaders/blit.vert
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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/*
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* Build instructions:
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* $ glslangValidator -V $THIS_FILE -o output.spv
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* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
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* $ xxd -i optimized.spv
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*
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* Then copy that bytecode to the C++ file
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*/
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#version 460 core
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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layout (set = 0, binding = 0) uniform MatrixBlock {
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mat4 modelview_matrix;
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};
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void main() {
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gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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37
src/video_core/renderer_vulkan/shaders/quad_array.comp
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src/video_core/renderer_vulkan/shaders/quad_array.comp
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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/*
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* Build instructions:
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* $ glslangValidator -V $THIS_FILE -o output.spv
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* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
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* $ xxd -i optimized.spv
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*
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* Then copy that bytecode to the C++ file
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*/
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#version 460 core
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layout (local_size_x = 1024) in;
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layout (std430, set = 0, binding = 0) buffer OutputBuffer {
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uint output_indexes[];
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};
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layout (push_constant) uniform PushConstants {
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uint first;
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};
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void main() {
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uint primitive = gl_GlobalInvocationID.x;
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if (primitive * 6 >= output_indexes.length()) {
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return;
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}
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const uint quad_map[6] = uint[](0, 1, 2, 0, 2, 3);
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for (uint vertex = 0; vertex < 6; ++vertex) {
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uint index = first + primitive * 4 + quad_map[vertex];
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output_indexes[primitive * 6 + vertex] = index;
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}
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}
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33
src/video_core/renderer_vulkan/shaders/uint8.comp
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src/video_core/renderer_vulkan/shaders/uint8.comp
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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/*
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* Build instructions:
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* $ glslangValidator -V $THIS_FILE -o output.spv
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* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
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* $ xxd -i optimized.spv
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*
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* Then copy that bytecode to the C++ file
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*/
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#version 460 core
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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layout (local_size_x = 1024) in;
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layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
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uint8_t input_indexes[];
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};
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layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
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uint16_t output_indexes[];
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};
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void main() {
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uint id = gl_GlobalInvocationID.x;
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if (id < input_indexes.length()) {
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output_indexes[id] = uint16_t(input_indexes[id]);
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}
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}
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