xref: /aosp_15_r20/external/mesa3d/src/compiler/glsl/etc2_rgba_stitch.glsl (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1/*
2 * Copyright 2020-2022 Matias N. Goldberg
3 * Copyright 2022 Intel Corporation
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be included in
13 * all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24// RGB and Alpha components of ETC2 RGBA are computed separately.
25// This compute shader merely stitches them together to form the final result
26// It's also used by RG11 driver to stitch two R11 into one RG11
27
28#version 310 es
29
30%s // include "CrossPlatformSettings_piece_all.glsl"
31
32layout( local_size_x = 8,  //
33		local_size_y = 8,  //
34		local_size_z = 1 ) in;
35
36layout( binding = 0 ) uniform highp usampler2D srcRGB;
37layout( binding = 1 ) uniform highp usampler2D srcAlpha;
38layout( rgba32ui ) uniform restrict writeonly highp uimage2D dstTexture;
39
40void main()
41{
42	uint2 etcRgb = OGRE_Load2D( srcRGB, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
43	uint2 etcAlpha = OGRE_Load2D( srcAlpha, int2( gl_GlobalInvocationID.xy ), 0 ).xy;
44
45	imageStore( dstTexture, int2( gl_GlobalInvocationID.xy ), uint4( etcAlpha.xy, etcRgb.xy ) );
46}
47