video_core: Add vulkan shaders (#6619)
This commit is contained in:
parent
7c11b9b689
commit
3faddd5e03
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@ -4,13 +4,12 @@
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set(SHADER_FILES
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format_reinterpreter/d24s8_to_rgba8.frag
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format_reinterpreter/fullscreen_quad.vert
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format_reinterpreter/rgba4_to_rgb5a1.frag
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format_reinterpreter/vulkan_d24s8_to_rgba8.comp
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texture_filtering/bicubic.frag
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texture_filtering/nearest_neighbor.frag
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texture_filtering/refine.frag
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texture_filtering/scale_force.frag
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texture_filtering/tex_coord.vert
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texture_filtering/xbrz_freescale.frag
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texture_filtering/mmpx.frag
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texture_filtering/x_gradient.frag
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@ -20,8 +19,22 @@ set(SHADER_FILES
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opengl_present.vert
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opengl_present_anaglyph.frag
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opengl_present_interlaced.frag
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vulkan_depth_to_buffer.comp
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vulkan_present.frag
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vulkan_present.vert
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vulkan_present_anaglyph.frag
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vulkan_present_interlaced.frag
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vulkan_blit_depth_stencil.frag
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)
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find_program(GLSLANGVALIDATOR "glslangValidator")
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if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
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message(FATAL_ERROR "Required program `glslangValidator` not found.")
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endif()
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set(MACROS "-Dgl_VertexID=gl_VertexIndex")
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set(QUIET_FLAG "--quiet")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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@ -29,6 +42,23 @@ set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
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set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
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# Check if `--quiet` is available on host's glslangValidator version
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# glslangValidator prints to STDERR iff an unrecognized flag is passed to it
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execute_process(
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COMMAND
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${GLSLANGVALIDATOR} ${QUIET_FLAG}
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ERROR_VARIABLE
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GLSLANG_ERROR
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# STDOUT variable defined to silence unnecessary output during CMake configuration
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OUTPUT_VARIABLE
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GLSLANG_OUTPUT
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)
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if (NOT GLSLANG_ERROR STREQUAL "")
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message(WARNING "Refusing to use unavailable flag `${QUIET_FLAG}` on `${GLSLANGVALIDATOR}`")
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set(QUIET_FLAG "")
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endif()
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foreach(FILENAME IN ITEMS ${SHADER_FILES})
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string(REPLACE "." "_" SHADER_NAME ${FILENAME})
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set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
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@ -48,6 +78,21 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
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endif()
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# Skip compiling to SPIR-V OpenGL exclusive files
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if (NOT ${FILENAME} MATCHES "opengl.*")
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get_filename_component(FILE_NAME ${SHADER_NAME} NAME)
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string(TOUPPER ${FILE_NAME}_SPV SPIRV_VARIABLE_NAME)
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set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
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add_custom_command(
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} --target-env vulkan1.1 --glsl-version 450 ${QUIET_FLAG} ${MACROS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
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endif()
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endforeach()
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set(SHADER_SOURCES ${SHADER_FILES})
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@ -0,0 +1,26 @@
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// Copyright 2023 Citra 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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#version 450 core
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#extension GL_EXT_samplerless_texture_functions : require
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0) uniform highp texture2D depth;
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layout(set = 0, binding = 1) uniform lowp utexture2D stencil;
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layout(set = 0, binding = 2, rgba8) uniform highp writeonly image2D color;
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layout(push_constant, std140) uniform ComputeInfo {
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mediump ivec2 src_offset;
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mediump ivec2 extent;
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};
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void main() {
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ivec2 tex_coord = src_offset + ivec2(gl_GlobalInvocationID.xy);
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highp uint depth_val =
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uint(texelFetch(depth, tex_coord, 0).x * (exp2(32.0) - 1.0));
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lowp uint stencil_val = texelFetch(stencil, tex_coord, 0).x;
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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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imageStore(color, tex_coord, vec4(components) / (exp2(8.0) - 1.0));
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}
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@ -9,8 +9,20 @@ out gl_PerVertex {
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layout(location = 0) out vec2 texcoord;
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layout (location = 0) uniform vec2 tex_scale;
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layout (location = 1) uniform vec2 tex_offset;
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#ifdef VULKAN
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#else // if OpenGL
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout (location = n) uniform
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) vec2 tex_scale;
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UNIFORM(1) vec2 tex_offset;
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END_PUSH_CONSTANTS
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void main() {
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float x = float((gl_VertexID & 1) << 2);
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@ -9,7 +9,14 @@ layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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layout(binding = 0) uniform sampler2D tex;
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layout(location = 2) uniform lowp float scale;
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#ifdef VULKAN
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layout(push_constant, std140) uniform XbrzInfo {
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float scale;
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};
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#else
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layout(location = 2) uniform float scale;
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#endif
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const int BLEND_NONE = 0;
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const int BLEND_NORMAL = 1;
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@ -0,0 +1,16 @@
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// Copyright 2022 Citra 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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#version 450 core
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform usampler2D stencil_tex;
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layout(location = 0) in vec2 texcoord;
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void main() {
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gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
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gl_FragStencilRefARB = int(textureLod(stencil_tex, texcoord, 0).r);
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}
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@ -0,0 +1,29 @@
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// Copyright 2023 Citra 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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#version 450 core
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(binding = 0) uniform highp sampler2D depth;
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layout(binding = 1) uniform lowp usampler2D stencil;
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layout(binding = 2) writeonly buffer OutputBuffer{
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uint pixels[];
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} staging;
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layout(push_constant, std140) uniform ComputeInfo {
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mediump ivec2 src_offset;
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mediump ivec2 extent;
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};
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void main() {
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ivec2 rect = ivec2(gl_NumWorkGroups.xy) * ivec2(8);
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ivec2 dst_coord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 tex_icoord = src_offset + dst_coord;
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highp vec2 tex_coord = vec2(tex_icoord) / vec2(extent);
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highp uint depth_val = uint(texture(depth, tex_coord).x * (exp2(24.0) - 1.0));
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lowp uint stencil_val = texture(stencil, tex_coord).x;
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highp uint value = stencil_val | (depth_val << 8);
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staging.pixels[dst_coord.y * rect.x + dst_coord.x] = value;
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}
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@ -0,0 +1,25 @@
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// Copyright 2022 Citra 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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#version 450 core
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#extension GL_ARB_separate_shader_objects : enable
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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 (push_constant, std140) uniform DrawInfo {
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mat4 modelview_matrix;
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vec4 i_resolution;
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vec4 o_resolution;
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int screen_id_l;
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int screen_id_r;
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int layer;
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int reverse_interlaced;
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};
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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void main() {
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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}
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@ -0,0 +1,25 @@
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// Copyright 2022 Citra 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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#version 450 core
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#extension GL_ARB_separate_shader_objects : enable
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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 (push_constant, std140) uniform DrawInfo {
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mat4 modelview_matrix;
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vec4 i_resolution;
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vec4 o_resolution;
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int screen_id_l;
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int screen_id_r;
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int layer;
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};
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void main() {
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vec4 position = vec4(vert_position, 0.0, 1.0) * modelview_matrix;
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gl_Position = vec4(position.x, position.y, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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@ -0,0 +1,39 @@
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// Copyright 2022 Citra 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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#version 450 core
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#extension GL_ARB_separate_shader_objects : enable
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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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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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const mat3 l = mat3( 0.437, 0.449, 0.164,
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-0.062,-0.062,-0.024,
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-0.048,-0.050,-0.017);
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const mat3 r = mat3(-0.011,-0.032,-0.007,
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0.377, 0.761, 0.009,
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-0.026,-0.093, 1.234);
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layout (push_constant, std140) uniform DrawInfo {
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mat4 modelview_matrix;
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vec4 i_resolution;
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vec4 o_resolution;
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int screen_id_l;
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int screen_id_r;
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int layer;
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int reverse_interlaced;
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};
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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void main() {
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vec4 color_tex_l = texture(screen_textures[screen_id_l], frag_tex_coord);
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vec4 color_tex_r = texture(screen_textures[screen_id_r], frag_tex_coord);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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}
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@ -0,0 +1,29 @@
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// Copyright 2022 Citra 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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#version 450 core
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#extension GL_ARB_separate_shader_objects : enable
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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 (push_constant, std140) uniform DrawInfo {
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mat4 modelview_matrix;
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vec4 i_resolution;
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vec4 o_resolution;
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int screen_id_l;
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int screen_id_r;
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int layer;
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int reverse_interlaced;
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};
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layout (set = 0, binding = 0) uniform sampler2D screen_textures[3];
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(screen_textures[screen_id_l], frag_tex_coord);
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else
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color = texture(screen_textures[screen_id_r], frag_tex_coord);
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}
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@ -1000,7 +1000,7 @@ void RasterizerCache<T>::UploadSurface(Surface& surface, SurfaceInterval interva
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}
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const BufferTextureCopy upload = {
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.buffer_offset = 0,
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.buffer_offset = staging.offset,
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.buffer_size = staging.size,
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.texture_rect = surface.GetSubRect(load_info),
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.texture_level = surface.LevelOf(load_info.addr),
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flush_info.width * flush_info.height * surface.GetInternalBytesPerPixel(), false);
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const BufferTextureCopy download = {
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.buffer_offset = 0,
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.buffer_offset = staging.offset,
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.buffer_size = staging.size,
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.texture_rect = surface.GetSubRect(flush_info),
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.texture_level = surface.LevelOf(flush_start),
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@ -1137,7 +1137,7 @@ bool RasterizerCache<T>::ValidateByReinterpretation(Surface& surface, SurfacePar
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if (reinterpret_id) {
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Surface& src_surface = slot_surfaces[reinterpret_id];
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const SurfaceInterval copy_interval = src_surface.GetCopyableInterval(params);
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if (boost::icl::is_empty(copy_interval)) {
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if (boost::icl::is_empty(copy_interval & interval)) {
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return false;
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}
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const PAddr addr = boost::icl::lower(interval);
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@ -75,8 +75,8 @@ struct BufferTextureCopy {
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struct StagingData {
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u32 size;
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u32 offset;
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std::span<u8> mapped;
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u64 buffer_offset;
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};
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struct TextureCubeConfig {
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@ -144,8 +144,8 @@ VideoCore::StagingData TextureRuntime::FindStaging(u32 size, bool upload) {
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}
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return VideoCore::StagingData{
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.size = size,
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.offset = 0,
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.mapped = std::span{staging_buffer.data(), size},
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.buffer_offset = 0,
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};
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}
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