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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
59 lines
2.0 KiB
Scala
59 lines
2.0 KiB
Scala
/*
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* Copyright 2018 Attila Kocsis. 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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#include "uniforms.sh"
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SAMPLER2D(s_depthSource, 0);
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IMAGE2D_WR(s_target0, r16f, 1);
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IMAGE2D_WR(s_target1, r16f, 2);
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IMAGE2D_WR(s_target2, r16f, 3);
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IMAGE2D_WR(s_target3, r16f, 4);
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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float depthLinearizeMul = u_depthUnpackConsts.x;
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float depthLinearizeAdd = u_depthUnpackConsts.y;
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// Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
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// Set your depthLinearizeMul and depthLinearizeAdd to:
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// depthLinearizeMul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
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// depthLinearizeAdd = cameraClipFar / ( cameraClipFar - cameraClipNear );
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return depthLinearizeMul / ( depthLinearizeAdd - screenDepth );
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}
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NUM_THREADS(8, 8, 1)
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void main()
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{
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uvec2 dtID = uvec2(gl_GlobalInvocationID.xy);
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uvec2 dim = imageSize(s_target0).xy;
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if (all(lessThan(dtID.xy, dim) ) )
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{
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ivec2 baseCoord = ivec2(dtID.xy) * 2;
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#if BGFX_SHADER_LANGUAGE_GLSL
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float a = texelFetch(s_depthSource, baseCoord + ivec2( 0, 1 ), 0).x;
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float b = texelFetch(s_depthSource, baseCoord + ivec2( 1, 1 ), 0).x;
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float c = texelFetch(s_depthSource, baseCoord + ivec2( 0, 0 ), 0).x;
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float d = texelFetch(s_depthSource, baseCoord + ivec2( 1, 0 ), 0).x;
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#else
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float a = texelFetch(s_depthSource, baseCoord + ivec2( 0, 0 ), 0).x;
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float b = texelFetch(s_depthSource, baseCoord + ivec2( 1, 0 ), 0).x;
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float c = texelFetch(s_depthSource, baseCoord + ivec2( 0, 1 ), 0).x;
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float d = texelFetch(s_depthSource, baseCoord + ivec2( 1, 1 ), 0).x;
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#endif
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imageStore(s_target0, ivec2(dtID.xy), ScreenSpaceToViewSpaceDepth( a ).xxxx);
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imageStore(s_target1, ivec2(dtID.xy), ScreenSpaceToViewSpaceDepth( b ).xxxx);
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imageStore(s_target2, ivec2(dtID.xy), ScreenSpaceToViewSpaceDepth( c ).xxxx);
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imageStore(s_target3, ivec2(dtID.xy), ScreenSpaceToViewSpaceDepth( d ).xxxx);
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}
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}
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