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- PS3 D24X8 is swapped as a full word, unlike PC. - Add missing paths to handle custom swap behavior.
79 lines
1.9 KiB
GLSL
79 lines
1.9 KiB
GLSL
R"(
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#version 450
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layout(local_size_x = %ws, local_size_y = 1, local_size_z = 1) in;
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#define IMAGE_LOCATION(x) (x + %loc)
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#define SSBO_LOCATION IMAGE_LOCATION(2)
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#define bswap_u32(bits) (bits & 0xFFu) << 24u | (bits & 0xFF00u) << 8u | (bits & 0xFF0000u) >> 8u | (bits & 0xFF000000u) >> 24u
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layout(%set, binding=IMAGE_LOCATION(0)) uniform sampler2D depthData;
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layout(%set, binding=IMAGE_LOCATION(1)) uniform usampler2D stencilData;
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layout(%set, binding=SSBO_LOCATION, std430) writeonly restrict buffer OutputBlock
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{
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uint data[];
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};
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#if USE_UBO
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layout(%push_block) uniform Configuration
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{
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uint swap_bytes;
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uint output_pitch;
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ivec2 region_offset;
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ivec2 region_size;
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};
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#else
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uniform uint swap_bytes;
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uniform uint output_pitch;
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uniform ivec2 region_offset;
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uniform ivec2 region_size;
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#endif
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#define KERNEL_SIZE %wks
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uint linear_invocation_id()
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{
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uint size_in_x = (gl_NumWorkGroups.x * gl_WorkGroupSize.x);
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return (gl_GlobalInvocationID.y * size_in_x) + gl_GlobalInvocationID.x;
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}
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ivec2 linear_id_to_input_coord(uint index)
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{
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return ivec2(int(index % region_size.x), int(index / output_pitch)) + region_offset;
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}
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uint input_coord_to_output_id(ivec2 coord)
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{
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coord -= region_offset;
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return coord.y * output_pitch + coord.x;
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}
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void main()
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{
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uint index = linear_invocation_id() * KERNEL_SIZE;
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for (int loop = 0; loop < KERNEL_SIZE; ++loop, ++index)
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{
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if (index > (region_size.x * region_size.y))
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{
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return;
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}
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ivec2 coord = linear_id_to_input_coord(index);
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float depth = texelFetch(depthData, coord, 0).x;
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uint stencil = texelFetch(stencilData, coord, 0).x;
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uint depth_bytes = uint(depth * 0xffffff);
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uint value = (depth_bytes << 8) | stencil;
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if (swap_bytes != 0)
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{
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// PS3-style byteswap (full word). PC byteswap is slightly different.
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value = bswap_u32(value);
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}
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data[input_coord_to_output_id(coord)] = value;
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}
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}
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)"
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