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renderer_vulkan/shader: Add helper GLSL shaders
These shaders are used to specify code that is not dynamically generated in the Vulkan backend. Instead of packing it inside the build system, it's manually built and copied to the C++ file to avoid adding unnecessary build time dependencies. quad_array should be dropped in the future since it can be emulated with a memory pool generated from the CPU.
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4 changed files with 122 additions and 0 deletions
24
src/video_core/renderer_vulkan/shaders/blit.frag
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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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