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dxvk/src/d3d9/shaders/d3d9_convert_l6v5u5.comp

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#version 450
#extension GL_EXT_shader_16bit_storage : enable
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
layout(binding = 0)
writeonly uniform image2D dst;
layout(binding = 1)
readonly buffer _buffer_t {
uint16_t data[];
} src;
layout(push_constant)
uniform u_info_t {
uvec2 extent;
} u_info;
float unormalize(uint value, int bits) {
const int range = (1 << bits) - 1;
return float(value) / float(range);
}
float snormalize(int value, int bits) {
const int range = (1 << (bits - 1)) - 1;
// Min because, -32 and -31 map to -1.0f, and we
// divide by 31.
return max(float(value) / float(range), -1.0f);
}
void main() {
ivec3 thread_id = ivec3(gl_GlobalInvocationID);
if (all(lessThan(thread_id.xy, u_info.extent))) {
uint offset = thread_id.x
+ thread_id.y * u_info.extent.x;
uint value = uint(src.data[offset]);
// Sign-extend magic!
int u5 = bitfieldExtract(int (value), 0, 5);
int v5 = bitfieldExtract(int (value), 5, 5);
uint l6 = bitfieldExtract(uint(value), 10, 6);
vec4 color = vec4(
snormalize(u5, 5),
snormalize(v5, 5),
unormalize(l6, 6),
1.0f);
imageStore(dst, thread_id.xy, color);
}
}