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* WIP texture pre-flush Improve performance of TextureView GetData to buffer Fix copy/sync ordering Fix minor bug Make this actually work WIP host mapping stuff * Fix usage flags * message * Cleanup 1 * Fix rebase * Fix * Improve pre-flush rules * Fix pre-flush * A lot of cleanup * Use the host memory bits * Select the correct memory type * Cleanup TextureGroupHandle * Missing comment * Remove debugging logs * Revert BufferHandle _value access modifier * One interrupt action at a time. * Support D32S8 to D24S8 conversion, safeguards * Interrupt cannot happen in sync handle's lock Waitable needs to be checked twice now, but this should stop it from deadlocking. * Remove unused using * Address some feedback * Address feedback * Address more feedback * Address more feedback * Improve sync rules Should allow for faster sync in some cases.
58 lines
1.5 KiB
Text
58 lines
1.5 KiB
Text
#version 450 core
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#extension GL_EXT_scalar_block_layout : require
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layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout (std430, set = 0, binding = 0) uniform stride_arguments
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{
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int pixelCount;
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int dstStartOffset;
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};
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layout (std430, set = 1, binding = 1) buffer in_s
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{
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uint[] in_data;
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};
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layout (std430, set = 1, binding = 2) buffer out_s
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{
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uint[] out_data;
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};
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void main()
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{
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// Determine what slice of the stride copies this invocation will perform.
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int invocations = int(gl_WorkGroupSize.x);
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int copiesRequired = pixelCount;
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// Find the copies that this invocation should perform.
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// - Copies that all invocations perform.
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int allInvocationCopies = copiesRequired / invocations;
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// - Extra remainder copy that this invocation performs.
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int index = int(gl_LocalInvocationID.x);
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int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
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int copyCount = allInvocationCopies + extra;
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// Finally, get the starting offset. Make sure to count extra copies.
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int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
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int srcOffset = startCopy * 2;
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int dstOffset = dstStartOffset + startCopy;
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// Perform the conversion for this region.
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for (int i = 0; i < copyCount; i++)
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{
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float depth = uintBitsToFloat(in_data[srcOffset++]);
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uint stencil = in_data[srcOffset++];
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uint rescaledDepth = uint(clamp(depth, 0.0, 1.0) * 16777215.0);
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out_data[dstOffset++] = (rescaledDepth << 8) | (stencil & 0xff);
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}
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}
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