mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-31 11:51:04 +00:00
full implementation of compute msaa-to-buffer
This commit is contained in:
committed by
Baldur Karlsson
parent
b72bdb2b9a
commit
79aee1df43
@@ -69,5 +69,9 @@ DECLARE_EMBED(glsl_pixelhistory_primid_frag);
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DECLARE_EMBED(glsl_shaderdebug_sample_vert);
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DECLARE_EMBED(glsl_texremap_frag);
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DECLARE_EMBED(glsl_discard_frag);
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DECLARE_EMBED(glsl_vk_ms2buffer_comp);
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DECLARE_EMBED(glsl_vk_depthms2buffer_comp);
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DECLARE_EMBED(glsl_vk_buffer2ms_comp);
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DECLARE_EMBED(glsl_vk_depthbuf2ms_frag);
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#undef DECLARE_EMBED
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@@ -84,6 +84,17 @@ precision highp int;
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#define CUBEMAP_FACE_POS_Z 4
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#define CUBEMAP_FACE_NEG_Z 5
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// used in depthms2buffer.comp to define enum-format mapping
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#define SHADER_D16_UNORM 0
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#define SHADER_D16_UNORM_S8_UINT 1
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#define SHADER_X8_D24_UNORM_PACK32 2
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#define SHADER_D24_UNORM_S8_UINT 3
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#define SHADER_D32_SFLOAT 4
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#define SHADER_D32_SFLOAT_S8_UINT 5
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// divide MS<->buffer workgroups by 64
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#define MS_DISPATCH_LOCAL_SIZE 64
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#if !defined(__cplusplus)
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vec3 CalcCubeCoord(vec2 uv, int face)
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@@ -0,0 +1,120 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2022 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "glsl_globals.h"
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layout(local_size_x = MS_DISPATCH_LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 2, std430) readonly buffer srcBuf
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{
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uint srcData[];
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};
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layout(binding = 3) writeonly uniform uimage2DMSArray dstMS;
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layout(push_constant) uniform multisamplePush
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{
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int texWidth;
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int sliceOffset;
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int sampleOffset;
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int byteSize;
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int maxInvocationID;
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}
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mscopy;
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#define texWidth (mscopy.texWidth)
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#define sliceOffset (mscopy.sliceOffset)
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#define sampleOffset (mscopy.sampleOffset)
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#define byteSize (mscopy.byteSize)
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#define maxInvocationID (mscopy.maxInvocationID)
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void main()
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{
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uint idx = gl_GlobalInvocationID.x;
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int slice = sliceOffset;
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int sampleIdx = sampleOffset;
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if(int(idx) >= maxInvocationID)
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{
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return;
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}
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uvec4 data;
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if(byteSize == 1)
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{
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data.x = srcData[idx];
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int pxIdx = int(idx * 4);
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int x0 = (pxIdx + 0) % texWidth;
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int y0 = (pxIdx + 0) / texWidth;
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int x1 = (pxIdx + 1) % texWidth;
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int y1 = (pxIdx + 1) / texWidth;
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int x2 = (pxIdx + 2) % texWidth;
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int y2 = (pxIdx + 2) / texWidth;
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int x3 = (pxIdx + 3) % texWidth;
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int y3 = (pxIdx + 3) / texWidth;
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imageStore(dstMS, ivec3(x0, y0, slice), sampleIdx, uvec4((data.x >> 0) & 0xFF, 0, 0, 0));
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imageStore(dstMS, ivec3(x1, y1, slice), sampleIdx, uvec4((data.x >> 8) & 0xFF, 0, 0, 0));
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imageStore(dstMS, ivec3(x2, y2, slice), sampleIdx, uvec4((data.x >> 16) & 0xFF, 0, 0, 0));
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imageStore(dstMS, ivec3(x3, y3, slice), sampleIdx, uvec4((data.x >> 24) & 0xFF, 0, 0, 0));
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}
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else if(byteSize == 2)
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{
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data.x = srcData[idx];
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int pxIdx = int(idx * 2);
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int x0 = (pxIdx + 0) % texWidth;
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int y0 = (pxIdx + 0) / texWidth;
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int x1 = (pxIdx + 1) % texWidth;
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int y1 = (pxIdx + 1) / texWidth;
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imageStore(dstMS, ivec3(x0, y0, slice), sampleIdx, uvec4((data.x >> 0) & 0xFFFF, 0, 0, 0));
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imageStore(dstMS, ivec3(x1, y1, slice), sampleIdx, uvec4((data.x >> 16) & 0xFFFF, 0, 0, 0));
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}
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else if(byteSize == 4)
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{
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int x0 = int(idx) % texWidth;
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int y0 = int(idx) / texWidth;
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data.x = srcData[idx];
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imageStore(dstMS, ivec3(x0, y0, slice), sampleIdx, data);
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}
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else if(byteSize == 8)
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{
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int x0 = int(idx) % texWidth;
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int y0 = int(idx) / texWidth;
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data.x = srcData[idx * 2];
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data.y = srcData[idx * 2 + 1];
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imageStore(dstMS, ivec3(x0, y0, slice), sampleIdx, data);
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}
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else if(byteSize == 16)
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{
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int x0 = int(idx) % texWidth;
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int y0 = int(idx) / texWidth;
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data.x = srcData[idx * 4];
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data.y = srcData[idx * 4 + 1];
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data.z = srcData[idx * 4 + 2];
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data.w = srcData[idx * 4 + 3];
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imageStore(dstMS, ivec3(x0, y0, slice), sampleIdx, data);
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}
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}
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@@ -0,0 +1,113 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2022 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
|
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* all copies or substantial portions of the Software.
|
||||
*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "glsl_globals.h"
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layout(binding = 2, std430) readonly buffer srcBuf
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{
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uint srcData[];
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};
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layout(push_constant) uniform multisamplePush
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{
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int numMultiSamples;
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int format;
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int currentSlice;
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uint currentStencil;
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int textureWidth;
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int textureHeight;
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}
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mscopy;
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#define MAX_D16 ((1 << 16) - 1)
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#define MAX_D24 ((1 << 24) - 1)
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#define D16ToFloat(depth) (float(depth) / float(MAX_D16))
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#define D24ToFloat(depth) (float(depth) / float(MAX_D24))
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#define numMultiSamples (mscopy.numMultiSamples)
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#define format (mscopy.format)
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#define currentSlice (mscopy.currentSlice)
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#define currentStencil (mscopy.currentStencil)
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#define textureWidth (mscopy.textureWidth)
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#define textureHeight (mscopy.textureHeight)
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void main()
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{
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ivec3 srcCoord =
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ivec3(int(gl_FragCoord.x), int(gl_FragCoord.y), currentSlice *numMultiSamples + gl_SampleID);
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uint idx = srcCoord.x + textureWidth * (srcCoord.y + (textureHeight * srcCoord.z));
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float depth = 0;
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uint stencil = 0;
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if(format == SHADER_D16_UNORM)
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{
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uint data = srcData[idx / 2];
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if(idx % 2 == 0)
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{
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depth = D16ToFloat(data & 0xFFFF);
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}
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else
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{
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depth = D16ToFloat((data >> 16) & 0xFFFF);
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}
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}
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else if(format == SHADER_D16_UNORM_S8_UINT)
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{
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uint data = srcData[idx];
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depth = D16ToFloat(data & 0xFFFF);
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stencil = (data >> 16) & 0xFF;
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}
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else if(format == SHADER_X8_D24_UNORM_PACK32)
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{
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uint data = srcData[idx];
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depth = D24ToFloat(data & 0xFFFFFF);
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}
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else if(format == SHADER_D24_UNORM_S8_UINT)
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{
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uint data = srcData[idx];
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depth = D24ToFloat(data & 0xFFFFFF);
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stencil = (data >> 24) & 0xFF;
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}
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else if(format == SHADER_D32_SFLOAT)
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{
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uint data = srcData[idx];
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depth = uintBitsToFloat(data);
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}
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else if(format == SHADER_D32_SFLOAT_S8_UINT)
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{
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uint data = srcData[idx * 2];
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depth = uintBitsToFloat(data);
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uint stencilData = srcData[idx * 2 + 1];
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stencil = stencilData & 0xFF;
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}
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if(currentStencil < 256u)
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{
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if(stencil != currentStencil)
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discard;
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}
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gl_FragDepth = depth;
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}
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@@ -0,0 +1,116 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2022 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "glsl_globals.h"
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#extension GL_EXT_samplerless_texture_functions : require
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layout(local_size_x = MS_DISPATCH_LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) uniform texture2DMSArray srcDepthMS;
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layout(binding = 1) uniform utexture2DMSArray srcStencilMS;
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layout(binding = 2, std430) writeonly buffer dstBuf
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{
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uint result[];
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};
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#define MAX_D16 ((1 << 16) - 1)
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#define MAX_D24 ((1 << 24) - 1)
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#define floatToD16(depth) uint(MAX_D16 *depth)
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#define floatToD24(depth) uint(MAX_D24 *depth)
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layout(push_constant) uniform multisamplePush
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{
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int textureWidth;
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int baseSlice;
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int baseSample;
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int format;
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int maxInvocationID;
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}
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mscopy;
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#define textureWidth (mscopy.textureWidth)
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#define baseSlice (mscopy.baseSlice)
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#define baseSample (mscopy.baseSample)
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#define format (mscopy.format)
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#define maxInvocationID (mscopy.maxInvocationID)
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void main()
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{
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int slice = baseSlice;
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int sampleIdx = baseSample;
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uint idx = gl_GlobalInvocationID.x;
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if(int(idx) >= maxInvocationID)
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{
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return;
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}
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int x0 = int(idx) % textureWidth;
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int y0 = int(idx) / textureWidth;
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ivec3 coord = ivec3(x0, y0, slice);
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// For D16, we need to sample 2 pixels at a time
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if(format == SHADER_D16_UNORM)
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{
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int pxIdx = int(idx * 2);
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int x0 = (pxIdx + 0) % textureWidth;
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int y0 = (pxIdx + 0) / textureWidth;
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int x1 = (pxIdx + 1) % textureWidth;
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int y1 = (pxIdx + 1) / textureWidth;
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vec2 depth = vec2(texelFetch(srcDepthMS, ivec3(x0, y0, slice), sampleIdx).x,
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texelFetch(srcDepthMS, ivec3(x1, y1, slice), sampleIdx).x);
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result[idx] = (floatToD16(depth.x) << 0) | (floatToD16(depth.y) << 16);
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}
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else if(format == SHADER_D16_UNORM_S8_UINT)
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{
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float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
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uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
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result[idx] = (floatToD16(depth) << 0) | (stencil << 16);
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}
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else if(format == SHADER_X8_D24_UNORM_PACK32)
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{
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float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
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result[idx] = (floatToD24(depth) << 0);
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}
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else if(format == SHADER_D24_UNORM_S8_UINT)
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{
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float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
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uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
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result[idx] = (floatToD24(depth) << 0) | (stencil << 24);
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}
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else if(format == SHADER_D32_SFLOAT)
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{
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float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
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result[idx] = floatBitsToUint(depth);
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}
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else if(format == SHADER_D32_SFLOAT_S8_UINT)
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{
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float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
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uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
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result[idx * 2 + 0] = floatBitsToUint(depth);
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result[idx * 2 + 1] = stencil;
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}
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}
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@@ -0,0 +1,120 @@
|
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/******************************************************************************
|
||||
* The MIT License (MIT)
|
||||
*
|
||||
* Copyright (c) 2020-2022 Baldur Karlsson
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
******************************************************************************/
|
||||
|
||||
#include "glsl_globals.h"
|
||||
#extension GL_EXT_samplerless_texture_functions : require
|
||||
|
||||
layout(local_size_x = MS_DISPATCH_LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
|
||||
|
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layout(binding = 0) uniform utexture2DMSArray srcMS;
|
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// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
|
||||
|
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layout(binding = 2, std430) writeonly buffer dstBuf
|
||||
{
|
||||
uint result[];
|
||||
};
|
||||
|
||||
layout(push_constant) uniform multisamplePush
|
||||
{
|
||||
int textureWidth;
|
||||
int baseSlice;
|
||||
int baseSample;
|
||||
int byteSize;
|
||||
int maxInvocationID;
|
||||
}
|
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mscopy;
|
||||
|
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#define textureWidth (mscopy.textureWidth)
|
||||
#define baseSlice (mscopy.baseSlice)
|
||||
#define baseSample (mscopy.baseSample)
|
||||
#define byteSize (mscopy.byteSize)
|
||||
#define maxInvocationID (mscopy.maxInvocationID)
|
||||
|
||||
void main()
|
||||
{
|
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int slice = baseSlice;
|
||||
int sampleIdx = baseSample;
|
||||
uint idx = gl_GlobalInvocationID.x;
|
||||
if(int(idx) >= maxInvocationID)
|
||||
{
|
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return;
|
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}
|
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|
||||
// for byteSize < 4, we sample multiple pixels to fill a single output buffer element
|
||||
if(byteSize == 1)
|
||||
{
|
||||
int pxIdx = int(idx * 4);
|
||||
int x0 = (pxIdx + 0) % textureWidth;
|
||||
int y0 = (pxIdx + 0) / textureWidth;
|
||||
int x1 = (pxIdx + 1) % textureWidth;
|
||||
int y1 = (pxIdx + 1) / textureWidth;
|
||||
int x2 = (pxIdx + 2) % textureWidth;
|
||||
int y2 = (pxIdx + 2) / textureWidth;
|
||||
int x3 = (pxIdx + 3) % textureWidth;
|
||||
int y3 = (pxIdx + 3) / textureWidth;
|
||||
|
||||
uvec4 data = uvec4(texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x,
|
||||
texelFetch(srcMS, ivec3(x1, y1, slice), sampleIdx).x,
|
||||
texelFetch(srcMS, ivec3(x2, y2, slice), sampleIdx).x,
|
||||
texelFetch(srcMS, ivec3(x3, y3, slice), sampleIdx).x);
|
||||
result[idx] = (data.x << 0 | data.y << 8 | data.z << 16 | data.w << 24);
|
||||
}
|
||||
else if(byteSize == 2)
|
||||
{
|
||||
int pxIdx = int(idx * 2);
|
||||
int x0 = (pxIdx + 0) % textureWidth;
|
||||
int y0 = (pxIdx + 0) / textureWidth;
|
||||
int x1 = (pxIdx + 1) % textureWidth;
|
||||
int y1 = (pxIdx + 1) / textureWidth;
|
||||
|
||||
uvec2 data = uvec2(texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x,
|
||||
texelFetch(srcMS, ivec3(x1, y1, slice), sampleIdx).x);
|
||||
result[idx] = (data.x << 0 | data.y << 16);
|
||||
}
|
||||
else if(byteSize == 4)
|
||||
{
|
||||
int x0 = int(idx) % textureWidth;
|
||||
int y0 = int(idx) / textureWidth;
|
||||
uint data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x;
|
||||
result[idx] = data;
|
||||
}
|
||||
else if(byteSize == 8)
|
||||
{
|
||||
int x0 = int(idx) % textureWidth;
|
||||
int y0 = int(idx) / textureWidth;
|
||||
uvec2 data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).xy;
|
||||
result[idx * 2] = data.x;
|
||||
result[idx * 2 + 1] = data.y;
|
||||
}
|
||||
else if(byteSize == 16)
|
||||
{
|
||||
int x0 = int(idx) % textureWidth;
|
||||
int y0 = int(idx) / textureWidth;
|
||||
uvec4 data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx);
|
||||
result[idx * 4] = data.x;
|
||||
result[idx * 4 + 1] = data.y;
|
||||
result[idx * 4 + 2] = data.z;
|
||||
result[idx * 4 + 3] = data.w;
|
||||
}
|
||||
}
|
||||
@@ -174,6 +174,10 @@ RESOURCE_glsl_glsl_globals_h TYPE_EMBED "glsl/glsl_globals.h"
|
||||
RESOURCE_glsl_texremap_frag TYPE_EMBED "glsl/texremap.frag"
|
||||
RESOURCE_glsl_shaderdebug_sample_vert TYPE_EMBED "glsl/shaderdebug_sample.vert"
|
||||
RESOURCE_glsl_discard_frag TYPE_EMBED "glsl/discard.frag"
|
||||
RESOURCE_glsl_vk_ms2buffer_comp TYPE_EMBED "glsl/vk_ms2buffer.comp"
|
||||
RESOURCE_glsl_vk_depthms2buffer_comp TYPE_EMBED "glsl/vk_depthms2buffer.comp"
|
||||
RESOURCE_glsl_vk_buffer2ms_comp TYPE_EMBED "glsl/vk_buffer2ms.comp"
|
||||
RESOURCE_glsl_vk_depthbuf2ms_frag TYPE_EMBED "glsl/vk_depthbuf2ms.frag"
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -60,6 +60,10 @@
|
||||
#define RESOURCE_glsl_pixelhistory_primid_frag 444
|
||||
#define RESOURCE_glsl_shaderdebug_sample_vert 445
|
||||
#define RESOURCE_glsl_discard_frag 446
|
||||
#define RESOURCE_glsl_vk_ms2buffer_comp 447
|
||||
#define RESOURCE_glsl_vk_depthms2buffer_comp 448
|
||||
#define RESOURCE_glsl_vk_buffer2ms_comp 449
|
||||
#define RESOURCE_glsl_vk_depthbuf2ms_frag 450
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user