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Vk Pixel History: MSAA depth/stencil copy, shader out
Use a separate compute shader module for MSAA copy, and output directly into the destination buffer instead of creating staging resources. Support case where there is no depth stencil attachment to get post mod values in per fragment reporting. Previously used the original framebuffer that might not have had depth/stencil view, so couldn't count the fragments. Now use the sub image. To get the post mod color, we need to blend with the premod color, so we use vkCmdCopyImage to copy from the original image.
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committed by
Baldur Karlsson
parent
8a4f0a111d
commit
41b911d1d0
@@ -128,6 +128,7 @@ RESOURCE_glsl_mesh_frag TYPE_EMBED "glsl/mesh.frag"
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RESOURCE_glsl_minmaxtile_comp TYPE_EMBED "glsl/minmaxtile.comp"
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RESOURCE_glsl_minmaxresult_comp TYPE_EMBED "glsl/minmaxresult.comp"
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RESOURCE_glsl_histogram_comp TYPE_EMBED "glsl/histogram.comp"
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RESOURCE_glsl_pixelhistory_mscopy_comp TYPE_EMBED "glsl/pixelhistory_mscopy.comp"
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RESOURCE_glsl_pixelhistory_primid_frag TYPE_EMBED "glsl/pixelhistory_primid.frag"
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RESOURCE_glsl_glsl_ubos_h TYPE_EMBED "glsl/glsl_ubos.h"
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RESOURCE_glsl_gl_texsample_h TYPE_EMBED "glsl/gl_texsample.h"
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