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Ryujinx/Ryujinx.Graphics.Vulkan/Shaders/ConvertIndexBufferShaderSource.comp

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#version 450 core
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_8bit_storage : require
layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
layout (std430, set = 0, binding = 0) uniform index_buffer_pattern
{
int ibp_pattern[8];
int ibp_primitive_vertices;
int ibp_primitive_vertices_out;
int ibp_index_size;
int ibp_index_size_out;
int ibp_base_index;
int ibp_index_stride;
int src_offset;
int total_primitives;
};
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()
{
int primitiveIndex = int(gl_GlobalInvocationID.x);
if (primitiveIndex >= total_primitives)
{
return;
}
int inOffset = primitiveIndex * ibp_index_stride;
int outOffset = primitiveIndex * ibp_primitive_vertices_out;
for (int i = 0; i < ibp_primitive_vertices_out; i++)
{
int j;
int io = max(0, inOffset + ibp_base_index + ibp_pattern[i]) * ibp_index_size;
int oo = (outOffset + i) * ibp_index_size_out;
for (j = 0; j < ibp_index_size; j++)
{
out_data[oo + j] = in_data[src_offset + io + j];
}
for (; j < ibp_index_size_out; j++)
{
out_data[oo + j] = uint8_t(0);
}
}
}