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Extend GL Depth Test Overlay
Support shader exported depth by replaying using the capture pixel shader to determine passing pixels via a stencil mask
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@@ -73,5 +73,7 @@ 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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DECLARE_EMBED(glsl_depth_copy_frag);
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DECLARE_EMBED(glsl_depth_copyms_frag);
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#undef DECLARE_EMBED
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@@ -0,0 +1,41 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2023 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
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* 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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#if defined(VULKAN)
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layout(binding = 0) uniform sampler2D srcDepth;
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#else
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uniform PRECISION sampler2D srcDepth;
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#endif
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void main()
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{
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ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));
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gl_FragDepth = texelFetch(srcDepth, srcCoord, 0).x;
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}
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@@ -0,0 +1,47 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2023 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
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* 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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#if defined(GLES)
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#extension GL_OES_sample_variables : require
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#elif defined(OPENGL_CORE)
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#extension GL_ARB_sample_shading : require
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#endif
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#include "glsl_globals.h"
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#if defined(VULKAN)
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layout(binding = 0) uniform sampler2DMS srcDepth;
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#else
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uniform PRECISION sampler2DMS srcDepth;
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#endif
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void main()
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{
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ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));
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gl_FragDepth = texelFetch(srcDepth, srcCoord, gl_SampleID).x;
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}
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@@ -148,6 +148,8 @@ RESOURCE_glsl_texdisplay_frag TYPE_EMBED "glsl/texdisplay.frag"
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RESOURCE_glsl_vktext_vert TYPE_EMBED "glsl/vktext.vert"
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RESOURCE_glsl_vktext_frag TYPE_EMBED "glsl/vktext.frag"
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RESOURCE_glsl_fixedcol_frag TYPE_EMBED "glsl/fixedcol.frag"
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RESOURCE_glsl_depth_copy_frag TYPE_EMBED "glsl/depth_copy.frag"
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RESOURCE_glsl_depth_copyms_frag TYPE_EMBED "glsl/depth_copyms.frag"
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RESOURCE_glsl_mesh_vert TYPE_EMBED "glsl/mesh.vert"
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RESOURCE_glsl_mesh_geom TYPE_EMBED "glsl/mesh.geom"
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RESOURCE_glsl_mesh_frag TYPE_EMBED "glsl/mesh.frag"
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@@ -66,6 +66,8 @@
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#define RESOURCE_glsl_vk_depthms2buffer_comp 448
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#define RESOURCE_glsl_vk_buffer2ms_comp 449
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#define RESOURCE_glsl_vk_depthbuf2ms_frag 450
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#define RESOURCE_glsl_depth_copy_frag 451
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#define RESOURCE_glsl_depth_copyms_frag 452
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// Next default values for new objects
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//
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