video_core: Implement opengl/vulkan draw_texture
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1e8cee2ddf
commit
013b689153
19 changed files with 284 additions and 131 deletions
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@ -11,6 +11,7 @@ set(GLSL_INCLUDES
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set(SHADER_FILES
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astc_decoder.comp
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blit_color_float.frag
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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@ -36,7 +37,6 @@ set(SHADER_FILES
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smaa_blending_weight_calculation.frag
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smaa_neighborhood_blending.vert
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smaa_neighborhood_blending.frag
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.frag
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vulkan_fidelityfx_fsr_easu_fp16.comp
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vulkan_fidelityfx_fsr_easu_fp32.comp
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@ -4,13 +4,20 @@
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#version 450
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#ifdef VULKAN
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#define VERTEX_ID gl_VertexIndex
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define FLIPY 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define VERTEX_ID gl_VertexID
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define FLIPY -1
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#define UNIFORM(n) layout (location = n) uniform
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out gl_PerVertex {
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vec4 gl_Position;
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};
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#endif
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BEGIN_PUSH_CONSTANTS
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@ -21,8 +28,8 @@ END_PUSH_CONSTANTS
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layout(location = 0) out vec2 texcoord;
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void main() {
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float x = float((gl_VertexIndex & 1) << 2);
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float y = float((gl_VertexIndex & 2) << 1);
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gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
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float x = float((VERTEX_ID & 1) << 2);
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float y = float((VERTEX_ID & 2) << 1);
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gl_Position = vec4(x - 1.0, FLIPY * (y - 1.0), 0.0, 1.0);
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texcoord = fma(vec2(x, y) / 2.0, tex_scale, tex_offset);
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}
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}
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@ -1,13 +0,0 @@
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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layout(binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 color;
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void main() {
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color = textureLod(tex, texcoord, 0);
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}
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