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https://github.com/yuzu-emu/yuzu-android
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host_shaders: Add block linear upload compute shaders
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set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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opengl_present.frag
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opengl_present.vert
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)
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122
src/video_core/host_shaders/block_linear_unswizzle_2d.comp
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122
src/video_core/host_shaders/block_linear_unswizzle_2d.comp
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 430
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#ifdef VULKAN
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 2
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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#else
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#define HAS_EXTENDED_TYPES 0
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#endif
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout (location = n) uniform
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 0
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) uvec3 origin;
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UNIFORM(1) ivec3 destination;
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UNIFORM(2) uint bytes_per_block_log2;
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UNIFORM(3) uint layer_stride;
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UNIFORM(4) uint block_size;
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UNIFORM(5) uint x_shift;
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UNIFORM(6) uint block_height;
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UNIFORM(7) uint block_height_mask;
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END_PUSH_CONSTANTS
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layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable {
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uint swizzle_table[];
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};
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#if HAS_EXTENDED_TYPES
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; };
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#endif
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage2DArray output_image;
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_Z = 1;
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const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z;
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const uint GOB_SIZE_X_SHIFT = 6;
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const uint GOB_SIZE_Y_SHIFT = 3;
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const uint GOB_SIZE_Z_SHIFT = 0;
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const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT;
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const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1);
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uint SwizzleOffset(uvec2 pos) {
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pos = pos & SWIZZLE_MASK;
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return swizzle_table[pos.y * 64 + pos.x];
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}
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uvec4 ReadTexel(uint offset) {
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switch (bytes_per_block_log2) {
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#if HAS_EXTENDED_TYPES
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case 0:
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return uvec4(u8data[offset], 0, 0, 0);
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case 1:
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return uvec4(u16data[offset / 2], 0, 0, 0);
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#else
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case 0:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
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case 1:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
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#endif
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case 2:
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return uvec4(u32data[offset / 4], 0, 0, 0);
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case 3:
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return uvec4(u64data[offset / 8], 0, 0);
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case 4:
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return u128data[offset / 16];
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}
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return uvec4(0);
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}
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void main() {
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uvec3 pos = gl_GlobalInvocationID + origin;
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pos.x <<= bytes_per_block_log2;
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// Read as soon as possible due to its latency
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const uint swizzle = SwizzleOffset(pos.xy);
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const uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
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uint offset = 0;
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offset += pos.z * layer_stride;
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offset += (block_y >> block_height) * block_size;
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offset += (block_y & block_height_mask) << GOB_SIZE_SHIFT;
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offset += (pos.x >> GOB_SIZE_X_SHIFT) << x_shift;
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offset += swizzle;
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const uvec4 texel = ReadTexel(offset);
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const ivec3 coord = ivec3(gl_GlobalInvocationID) + destination;
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imageStore(output_image, coord, texel);
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}
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125
src/video_core/host_shaders/block_linear_unswizzle_3d.comp
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125
src/video_core/host_shaders/block_linear_unswizzle_3d.comp
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 430
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#ifdef VULKAN
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_8bit_storage : require
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#define HAS_EXTENDED_TYPES 1
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#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
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#define END_PUSH_CONSTANTS };
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#define UNIFORM(n)
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 2
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#extension GL_NV_gpu_shader5 : enable
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#ifdef GL_NV_gpu_shader5
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#define HAS_EXTENDED_TYPES 1
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#else
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#define HAS_EXTENDED_TYPES 0
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#endif
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#define BEGIN_PUSH_CONSTANTS
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#define END_PUSH_CONSTANTS
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#define UNIFORM(n) layout (location = n) uniform
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#define BINDING_SWIZZLE_BUFFER 0
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#define BINDING_INPUT_BUFFER 1
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#define BINDING_OUTPUT_IMAGE 0
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#endif
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BEGIN_PUSH_CONSTANTS
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UNIFORM(0) uvec3 origin;
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UNIFORM(1) ivec3 destination;
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UNIFORM(2) uint bytes_per_block_log2;
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UNIFORM(3) uint slice_size;
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UNIFORM(4) uint block_size;
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UNIFORM(5) uint x_shift;
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UNIFORM(6) uint block_height;
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UNIFORM(7) uint block_height_mask;
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UNIFORM(8) uint block_depth;
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UNIFORM(9) uint block_depth_mask;
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END_PUSH_CONSTANTS
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layout(binding = BINDING_SWIZZLE_BUFFER, std430) readonly buffer SwizzleTable {
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uint swizzle_table[];
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};
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#if HAS_EXTENDED_TYPES
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU8 { uint8_t u8data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU16 { uint16_t u16data[]; };
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#endif
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU32 { uint u32data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU64 { uvec2 u64data[]; };
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layout(binding = BINDING_INPUT_BUFFER, std430) buffer InputBufferU128 { uvec4 u128data[]; };
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layout(binding = BINDING_OUTPUT_IMAGE) uniform writeonly uimage3D output_image;
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 8) in;
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const uint GOB_SIZE_X = 64;
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const uint GOB_SIZE_Y = 8;
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const uint GOB_SIZE_Z = 1;
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const uint GOB_SIZE = GOB_SIZE_X * GOB_SIZE_Y * GOB_SIZE_Z;
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const uint GOB_SIZE_X_SHIFT = 6;
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const uint GOB_SIZE_Y_SHIFT = 3;
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const uint GOB_SIZE_Z_SHIFT = 0;
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const uint GOB_SIZE_SHIFT = GOB_SIZE_X_SHIFT + GOB_SIZE_Y_SHIFT + GOB_SIZE_Z_SHIFT;
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const uvec2 SWIZZLE_MASK = uvec2(GOB_SIZE_X - 1, GOB_SIZE_Y - 1);
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uint SwizzleOffset(uvec2 pos) {
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pos = pos & SWIZZLE_MASK;
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return swizzle_table[pos.y * 64 + pos.x];
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}
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uvec4 ReadTexel(uint offset) {
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switch (bytes_per_block_log2) {
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#if HAS_EXTENDED_TYPES
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case 0:
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return uvec4(u8data[offset], 0, 0, 0);
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case 1:
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return uvec4(u16data[offset / 2], 0, 0, 0);
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#else
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case 0:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 24), 8), 0, 0, 0);
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case 1:
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return uvec4(bitfieldExtract(u32data[offset / 4], int((offset * 8) & 16), 16), 0, 0, 0);
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#endif
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case 2:
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return uvec4(u32data[offset / 4], 0, 0, 0);
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case 3:
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return uvec4(u64data[offset / 8], 0, 0);
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case 4:
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return u128data[offset / 16];
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}
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return uvec4(0);
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}
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void main() {
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uvec3 pos = gl_GlobalInvocationID + origin;
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pos.x <<= bytes_per_block_log2;
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// Read as soon as possible due to its latency
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const uint swizzle = SwizzleOffset(pos.xy);
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const uint block_y = pos.y >> GOB_SIZE_Y_SHIFT;
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uint offset = 0;
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offset += (pos.z >> block_depth) * slice_size;
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offset += (pos.z & block_depth_mask) << (GOB_SIZE_SHIFT + block_height);
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offset += (block_y >> block_height) * block_size;
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offset += (block_y & block_height_mask) << GOB_SIZE_SHIFT;
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offset += (pos.x >> GOB_SIZE_X_SHIFT) << x_shift;
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offset += swizzle;
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const uvec4 texel = ReadTexel(offset);
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const ivec3 coord = ivec3(gl_GlobalInvocationID) + destination;
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imageStore(output_image, coord, texel);
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}
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