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renderdoc/renderdoc/data/glsl/array2ms.comp
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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.
******************************************************************************/
#if defined(GLES)
#extension GL_OES_texture_storage_multisample_2d_array : require
#elif defined(OPENGL_CORE)
#extension GL_ARB_compute_shader : require
// safe to assume this extension in compute shaders as it pre-dates compute shaders
#extension GL_ARB_shading_language_420pack : require
#endif
#include "glsl_globals.h"
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) uniform PRECISION usampler2DArray srcArray;
// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
#ifdef VULKAN
layout(binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
int sampleOffset;
int sliceOffset;
uint currentStencil;
}
mscopy;
#define numMultiSamples (mscopy.numMultiSamples)
#define sampleOffset (mscopy.sampleOffset)
#define sliceOffset (mscopy.sliceOffset)
#define currentStencil (mscopy.currentStencil)
#else
layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
uniform ivec4 mscopy;
#define numMultiSamples (mscopy.x)
#define sampleOffset (mscopy.y)
#define sliceOffset (mscopy.z)
#define currentStencil (mscopy.w)
#endif
void main()
{
ivec3 id = ivec3(gl_GlobalInvocationID);
int slice = sliceOffset + int(id.z / numMultiSamples);
int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
uvec4 data =
texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice *numMultiSamples + sampleIdx), 0);
imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
}