yuzu-mainline/src/video_core/host_shaders/pitch_unswizzle.comp

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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 430
#ifdef VULKAN
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_8bit_storage : require
#define HAS_EXTENDED_TYPES 1
#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
#define END_PUSH_CONSTANTS };
#define UNIFORM(n)
#define BINDING_INPUT_BUFFER 0
#define BINDING_OUTPUT_IMAGE 1
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
#extension GL_NV_gpu_shader5 : enable
#ifdef GL_NV_gpu_shader5
#define HAS_EXTENDED_TYPES 1
#else
#define HAS_EXTENDED_TYPES 0
#endif
#define BEGIN_PUSH_CONSTANTS
#define END_PUSH_CONSTANTS
#define UNIFORM(n) layout (location = n) uniform
#define BINDING_INPUT_BUFFER 0
#define BINDING_OUTPUT_IMAGE 0
#endif
BEGIN_PUSH_CONSTANTS
UNIFORM(0) uvec2 origin;
UNIFORM(1) ivec2 destination;
UNIFORM(2) uint bytes_per_block;
UNIFORM(3) uint pitch;
END_PUSH_CONSTANTS
#if HAS_EXTENDED_TYPES
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU8 { uint8_t u8data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU16 { uint16_t u16data[]; };
#endif
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU32 { uint u32data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU64 { uvec2 u64data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) readonly buffer InputBufferU128 { uvec4 u128data[]; };
layout(binding = BINDING_OUTPUT_IMAGE) writeonly uniform uimage2D output_image;
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
uvec4 ReadTexel(uint offset) {
switch (bytes_per_block) {
#if HAS_EXTENDED_TYPES
case 1:
return uvec4(u8data[offset], 0, 0, 0);
case 2:
return uvec4(u16data[offset / 2], 0, 0, 0);
#else
case 1:
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
case 2:
return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
#endif
case 4:
return uvec4(u32data[offset / 4], 0, 0, 0);
case 8:
return uvec4(u64data[offset / 8], 0, 0);
case 16:
return u128data[offset / 16];
}
return uvec4(0);
}
void main() {
uvec2 pos = gl_GlobalInvocationID.xy + origin;
uint offset = 0;
offset += pos.x * bytes_per_block;
offset += pos.y * pitch;
const uvec4 texel = ReadTexel(offset);
const ivec2 coord = ivec2(gl_GlobalInvocationID.xy) + destination;
imageStore(output_image, coord, texel);
}