Implement MSAA to Array colour copies. Closes #1023

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baldurk committed 2018-10-05 18:16:59 +01:00
1 parent b6894185a9
commit 159a67b853
14 files changed
+1041 -104

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@@ -172,7 +172,7 @@ float RENDERDOC_DepthCopyMSToArray(float4 pos : SV_Position) : SV_Depth
return 0;
}
Texture2DArray<uint4> sourceArray : register(t0);
Texture2DArray<uint4> sourceArray : register(t1);
uint4 RENDERDOC_CopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Target0
{
@@ -181,7 +181,7 @@ uint4 RENDERDOC_CopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_Samp
return sourceArray.Load(srcCoord);
}
Texture2DArray<float4> sourceFloatArray : register(t0);
Texture2DArray<float4> sourceFloatArray : register(t1);
float4 RENDERDOC_FloatCopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Target0
{
@@ -190,8 +190,8 @@ float4 RENDERDOC_FloatCopyArrayToMS(float4 pos : SV_Position, uint curSample : S
return sourceFloatArray.Load(srcCoord);
}
Texture2DArray<float2> sourceDepthArray : register(t0);
Texture2DArray<uint2> sourceStencilArray : register(t1);
Texture2DArray<float2> sourceDepthArray : register(t1);
Texture2DArray<uint2> sourceStencilArray : register(t11);
float RENDERDOC_DepthCopyArrayToMS(float4 pos : SV_Position, uint curSample : SV_SampleIndex) : SV_Depth
{