mirror of
https://github.com/holub/mame
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* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
27 lines
636 B
Scala
27 lines
636 B
Scala
/*
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* Copyright 2018 Kostas Anagnostou. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "bgfx_compute.sh"
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SAMPLER2D(s_texOcclusionDepth, 0);
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IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
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uniform vec4 u_inputRTSize;
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NUM_THREADS(16, 16, 1)
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void main()
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{
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// this shader can be used to both copy a mip over to the output and downscale it.
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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if (all(lessThan(coord.xy, u_inputRTSize.xy) ) )
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{
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float maxDepth = texelFetch(s_texOcclusionDepth, coord.xy, 0).x;
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imageStore(s_texOcclusionDepthOut, coord, vec4(maxDepth,0,0,1) );
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}
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}
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