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Ryujinx/Ryujinx.Graphics.Vulkan/Shaders/ChangeBufferStrideShaderSource.comp

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#version 450 core
#extension GL_EXT_shader_8bit_storage : require
layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout (std140, set = 0, binding = 0) uniform stride_arguments
{
ivec4 stride_arguments_data;
};
layout (std430, set = 1, binding = 1) buffer in_s
{
uint8_t[] in_data;
};
layout (std430, set = 1, binding = 2) buffer out_s
{
uint8_t[] out_data;
};
void main()
{
// Determine what slice of the stride copies this invocation will perform.
int sourceStride = stride_arguments_data.x;
int targetStride = stride_arguments_data.y;
int bufferSize = stride_arguments_data.z;
int sourceOffset = stride_arguments_data.w;
int strideRemainder = targetStride - sourceStride;
int invocations = int(gl_WorkGroupSize.x);
int copiesRequired = bufferSize / sourceStride;
// 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_LocalInvocationID.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 = sourceOffset + startCopy * sourceStride;
int dstOffset = startCopy * targetStride;
// Perform the copies for this region
for (int i=0; i<copyCount; i++) {
for (int j=0; j<sourceStride; j++) {
out_data[dstOffset++] = in_data[srcOffset++];
}
for (int j=0; j<strideRemainder; j++) {
out_data[dstOffset++] = uint8_t(0);
}
}
}