host_shaders: Add compute shader to copy BC4 as RG32UI to RGBA8
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2 changed files with 71 additions and 0 deletions
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@ -2,6 +2,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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block_linear_unswizzle_3d.comp
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full_screen_triangle.vert
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full_screen_triangle.vert
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opengl_copy_bc4.comp
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opengl_present.frag
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opengl_present.frag
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opengl_present.vert
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opengl_present.vert
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pitch_unswizzle.comp
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pitch_unswizzle.comp
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70
src/video_core/host_shaders/opengl_copy_bc4.comp
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70
src/video_core/host_shaders/opengl_copy_bc4.comp
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@ -0,0 +1,70 @@
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// Copyright 2020 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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#version 430 core
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#extension GL_ARB_gpu_shader_int64 : require
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layout (local_size_x = 4, local_size_y = 4) in;
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layout(binding = 0, rg32ui) readonly uniform uimage3D bc4_input;
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layout(binding = 1, rgba8ui) writeonly uniform uimage3D bc4_output;
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layout(location = 0) uniform uvec3 src_offset;
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layout(location = 1) uniform uvec3 dst_offset;
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// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_rgtc.txt
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uint DecompressBlock(uint64_t bits, uvec2 coord) {
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const uint code_offset = 16 + 3 * (4 * coord.y + coord.x);
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const uint code = uint(bits >> code_offset) & 7;
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const uint red0 = uint(bits >> 0) & 0xff;
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const uint red1 = uint(bits >> 8) & 0xff;
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if (red0 > red1) {
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switch (code) {
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case 0:
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return red0;
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case 1:
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return red1;
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case 2:
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return (6 * red0 + 1 * red1) / 7;
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case 3:
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return (5 * red0 + 2 * red1) / 7;
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case 4:
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return (4 * red0 + 3 * red1) / 7;
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case 5:
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return (3 * red0 + 4 * red1) / 7;
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case 6:
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return (2 * red0 + 5 * red1) / 7;
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case 7:
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return (1 * red0 + 6 * red1) / 7;
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}
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} else {
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switch (code) {
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case 0:
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return red0;
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case 1:
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return red1;
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case 2:
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return (4 * red0 + 1 * red1) / 5;
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case 3:
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return (3 * red0 + 2 * red1) / 5;
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case 4:
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return (2 * red0 + 3 * red1) / 5;
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case 5:
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return (1 * red0 + 4 * red1) / 5;
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case 6:
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return 0;
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case 7:
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return 0xff;
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}
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}
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return 0;
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}
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void main() {
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uvec2 packed_bits = imageLoad(bc4_input, ivec3(gl_WorkGroupID + src_offset)).rg;
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uint64_t bits = packUint2x32(packed_bits);
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uint red = DecompressBlock(bits, gl_LocalInvocationID.xy);
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uvec4 color = uvec4(red & 0xff, 0, 0, 0xff);
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imageStore(bc4_output, ivec3(gl_GlobalInvocationID + dst_offset), color);
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}
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