mesa/src/compiler/glsl/etc2_rgba_stitch.glsl
Nanley Chery cb296db853 glsl: Modify the #includes in the DXT5 shaders
1. Drop the commented out includes. Shader caching is disabled if those
   are found.

2. Replace the active includes with "%s". Later on, we'll construct the
   final strings with vasprintf. One downside to doing this is that the
   glsl file extensions are no longer true. These files are now
   templates.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19827>
2023-02-10 01:40:47 +00:00

46 lines
1.9 KiB
GLSL

/*
* Copyright 2020-2022 Matias N. Goldberg
* Copyright 2022 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
// RGB and Alpha components of ETC2 RGBA are computed separately.
// This compute shader merely stitches them together to form the final result
// It's also used by RG11 driver to stitch two R11 into one RG11
#version 310 es
%s // include "CrossPlatformSettings_piece_all.glsl"
layout( local_size_x = 8, //
local_size_y = 8, //
local_size_z = 1 ) in;
layout( binding = 0 ) uniform highp usampler2D srcRGB;
layout( binding = 1 ) uniform highp usampler2D srcAlpha;
layout( rgba32ui ) uniform restrict writeonly highp uimage2D dstTexture;
void main()
{
uint2 etcRgb = OGRE_Load2D( srcRGB, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
uint2 etcAlpha = OGRE_Load2D( srcAlpha, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
imageStore( dstTexture, int2( gl_GlobalInvocationID.xy ), uint4( etcAlpha.xy, etcRgb.xy ) );
}