feat(renderer): add BCn unswizzle shader and build improvements

- Add block_linear_unswizzle_3d_bcn.comp compute shader for BCn format support
- Update host shaders CMakeLists to include new shader

This adds a new compute shader for BCn format handling.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
Zephyron
2025-12-31 16:12:36 +10:00
parent 65daba6179
commit aaa565203c
2 changed files with 161 additions and 0 deletions

View File

@@ -19,6 +19,7 @@ set(SHADER_FILES
blit_color_float.frag
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
block_linear_unswizzle_3d_bcn.comp
convert_abgr8_to_d24s8.frag
convert_abgr8_to_d32f.frag
convert_d32f_to_abgr8.frag

View File

@@ -0,0 +1,160 @@
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 430
#ifdef VULKAN
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_8bit_storage : require
#define HAS_EXTENDED_TYPES 1
#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
#define END_PUSH_CONSTANTS };
#define UNIFORM(n)
#define BINDING_SWIZZLE_BUFFER 0
#define BINDING_INPUT_BUFFER 1
#define BINDING_OUTPUT_BUFFER 2
#else
#extension GL_NV_gpu_shader5 : enable
#ifdef GL_NV_gpu_shader5
#define HAS_EXTENDED_TYPES 1
#else
#define HAS_EXTENDED_TYPES 0
#endif
#define BEGIN_PUSH_CONSTANTS
#define END_PUSH_CONSTANTS
#define UNIFORM(n) layout(location = n) uniform
#define BINDING_SWIZZLE_BUFFER 0
#define BINDING_INPUT_BUFFER 1
#define BINDING_OUTPUT_BUFFER 0
#endif
// --- Push Constants / Uniforms ---
#ifdef VULKAN
layout(push_constant) uniform PushConstants {
uvec3 blocks_dim; // Offset 0
uint bytes_per_block_log2; // Offset 12
uvec3 origin; // Offset 16
uint slice_size; // Offset 28
uint block_size; // Offset 32
uint x_shift; // Offset 36
uint block_height; // Offset 40
uint block_height_mask; // Offset 44
uint block_depth; // Offset 48
uint block_depth_mask; // Offset 52
int _pad; // Offset 56
ivec3 destination; // Offset 60
} pc;
#else
BEGIN_PUSH_CONSTANTS
UNIFORM(0) uvec3 origin;
UNIFORM(1) ivec3 destination;
UNIFORM(2) uint bytes_per_block_log2;
UNIFORM(3) uint slice_size;
UNIFORM(4) uint block_size;
UNIFORM(5) uint x_shift;
UNIFORM(6) uint block_height;
UNIFORM(7) uint block_height_mask;
UNIFORM(8) uint block_depth;
UNIFORM(9) uint block_depth_mask;
UNIFORM(10) uvec3 blocks_dim;
END_PUSH_CONSTANTS
#define pc // Map pc prefix to nothing for OpenGL compatibility
#endif
// --- Buffers ---
layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable {
uint swizzle_table[];
};
#if HAS_EXTENDED_TYPES
layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; };
#endif
layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
layout(binding = BINDING_OUTPUT_BUFFER, std430) buffer OutputBuffer {
uint out_u32[];
};
// --- Constants ---
layout(local_size_x = 32, local_size_y = 8, local_size_z = 1) in;
const uint GOB_SIZE_X = 64;
const uint GOB_SIZE_Y = 8;
const uint GOB_SIZE_Z = 1;
const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z;
const uint GOB_SIZE_X_SHIFT = 6;
const uint GOB_SIZE_Y_SHIFT = 3;
const uint GOB_SIZE_Z_SHIFT = 0;
const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT;
const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1u, GOB_SIZE_Y - 1u);
// --- Helpers ---
uint SwizzleOffset(uvec2 pos) {
pos &= SWIZZLE_MASK;
return swizzle_table[pos.y * 64u + pos.x];
}
uvec4 ReadTexel(uint offset) {
uint bpl2 = pc.bytes_per_block_log2;
switch (bpl2) {
#if HAS_EXTENDED_TYPES
case 0u: return uvec4(u8data[offset], 0u, 0u, 0u);
case 1u: return uvec4(u16data[offset / 2u], 0u, 0u, 0u);
#else
case 0u: return uvec4(bitfieldExtract(u32data[offset / 4u], int((offset * 8u) & 24u), 8), 0u, 0u, 0u);
case 1u: return uvec4(bitfieldExtract(u32data[offset / 4u], int((offset * 8u) & 16u), 16), 0u, 0u, 0u);
#endif
case 2u: return uvec4(u32data[offset / 4u], 0u, 0u, 0u);
case 3u: return uvec4(u64data[offset / 8u], 0u, 0u);
case 4u: return u128data[offset / 16u];
}
return uvec4(0u);
}
void main() {
uvec3 block_coord = gl_GlobalInvocationID;
if (any(greaterThanEqual(block_coord, pc.blocks_dim))) {
return;
}
uint bytes_per_block = 1u << pc.bytes_per_block_log2;
// Origin is in pixels, divide by 4 for block-space (e.g. BCn formats)
uvec3 pos;
pos.x = (block_coord.x + (pc.origin.x >> 2u)) * bytes_per_block;
pos.y = block_coord.y + (pc.origin.y >> 2u);
pos.z = block_coord.z + pc.origin.z;
uint swizzle = SwizzleOffset(pos.xy);
uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
uint offset = 0u;
// Apply block-linear offsets
offset += (pos.z >> pc.block_depth) * pc.slice_size;
offset += (pos.z & pc.block_depth_mask) << (GOB_SIZE_SHIFT + pc.block_height);
offset += (block_y >> pc.block_height) * pc.block_size;
offset += (block_y & pc.block_height_mask) << GOB_SIZE_SHIFT;
offset += (pos.x >> GOB_SIZE_X_SHIFT) << pc.x_shift;
offset += swizzle;
uvec4 texel = ReadTexel(offset);
// Calculate linear output index
uint block_index = block_coord.x +
(block_coord.y * pc.blocks_dim.x) +
(block_coord.z * pc.blocks_dim.x * pc.blocks_dim.y);
uint out_idx = block_index * (bytes_per_block >> 2u);
out_u32[out_idx] = texel.x;
out_u32[out_idx + 1] = texel.y;
if (pc.bytes_per_block_log2 == 4u) {
out_u32[out_idx + 2] = texel.z;
out_u32[out_idx + 3] = texel.w;
}
}