/******************************************************************************
 * The MIT License (MIT)
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 * Copyright (c) 2015 Baldur Karlsson
 * 
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 * furnished to do so, subject to the following conditions:
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 * The above copyright notice and this permission notice shall be included in
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 * 
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 ******************************************************************************/
 
#extension GL_ARB_compute_shader : require

layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;


uniform int numMultiSamples;



layout(binding = 0) uniform usampler2DMSArray srcMS;
layout(binding = 0) writeonly uniform uimage2DArray dstArray;

void MS2Array()
{
	uvec3 id = gl_GlobalInvocationID;

	int slice = int(id.z / numMultiSamples);
	int sampleIdx = int(id.z % numMultiSamples);

	uvec4 data = texelFetch(srcMS, ivec3(int(id.x), int(id.y), slice), sampleIdx);

	imageStore(dstArray, ivec3(int(id.x), int(id.y), int(id.z)), data);
}




layout(binding = 0) uniform usampler2DArray srcArray;
layout(binding = 0) writeonly uniform uimage2DMSArray dstMS;

void Array2MS()
{
	uvec3 id = gl_GlobalInvocationID;

	int slice = int(id.z / numMultiSamples);
	int sampleIdx = int(id.z % numMultiSamples);

	uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), int(id.z)), 0);

	imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
}