Ryujinx/src/Ryujinx.Graphics.Vulkan/Shaders/ConvertD32S8ToD24S8ShaderSource.comp

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#version 450 core
#extension GL_EXT_scalar_block_layout : require
layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout (std430, set = 0, binding = 0) uniform stride_arguments
{
int pixelCount;
int dstStartOffset;
};
layout (std430, set = 1, binding = 1) buffer in_s
{
uint[] in_data;
};
layout (std430, set = 1, binding = 2) buffer out_s
{
uint[] out_data;
};
void main()
{
// Determine what slice of the stride copies this invocation will perform.
int invocations = int(gl_WorkGroupSize.x * gl_NumWorkGroups.x);
int copiesRequired = pixelCount;
// Find the copies that this invocation should perform.
// - Copies that all invocations perform.
int allInvocationCopies = copiesRequired / invocations;
// - Extra remainder copy that this invocation performs.
int index = int(gl_GlobalInvocationID.x);
int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
int copyCount = allInvocationCopies + extra;
// Finally, get the starting offset. Make sure to count extra copies.
int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
int srcOffset = startCopy * 2;
int dstOffset = dstStartOffset + startCopy;
// Perform the conversion for this region.
for (int i = 0; i < copyCount; i++)
{
float depth = uintBitsToFloat(in_data[srcOffset++]);
uint stencil = in_data[srcOffset++];
uint rescaledDepth = uint(clamp(depth, 0.0, 1.0) * 16777215.0);
out_data[dstOffset++] = (rescaledDepth << 8) | (stencil & 0xff);
}
}