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123 lines
4.4 KiB
Plaintext
123 lines
4.4 KiB
Plaintext
/******************************************************************************
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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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#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 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
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{
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uint result[];
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};
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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 byteSize;
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int maxInvocationID;
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int dispatchOffset;
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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 byteSize (mscopy.byteSize)
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#define maxInvocationID (mscopy.maxInvocationID)
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#define dispatchOffset (mscopy.dispatchOffset)
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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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// for byteSize < 4, we sample multiple pixels to fill a single output buffer element
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if(byteSize == 1)
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{
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int pxIdx = int(idx * 4);
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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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int x2 = (pxIdx + 2) % textureWidth;
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int y2 = (pxIdx + 2) / textureWidth;
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int x3 = (pxIdx + 3) % textureWidth;
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int y3 = (pxIdx + 3) / textureWidth;
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uvec4 data = uvec4(texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x,
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texelFetch(srcMS, ivec3(x1, y1, slice), sampleIdx).x,
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texelFetch(srcMS, ivec3(x2, y2, slice), sampleIdx).x,
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texelFetch(srcMS, ivec3(x3, y3, slice), sampleIdx).x);
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result[dispatchOffset + idx] = (data.x << 0 | data.y << 8 | data.z << 16 | data.w << 24);
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}
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else if(byteSize == 2)
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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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uvec2 data = uvec2(texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x,
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texelFetch(srcMS, ivec3(x1, y1, slice), sampleIdx).x);
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result[dispatchOffset + idx] = (data.x << 0 | data.y << 16);
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}
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else if(byteSize == 4)
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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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uint data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).x;
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result[dispatchOffset + idx] = 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) % textureWidth;
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int y0 = int(idx) / textureWidth;
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uvec2 data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx).xy;
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result[dispatchOffset + (idx * 2)] = data.x;
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result[dispatchOffset + (idx * 2 + 1)] = data.y;
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}
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else if(byteSize == 16)
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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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uvec4 data = texelFetch(srcMS, ivec3(x0, y0, slice), sampleIdx);
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result[dispatchOffset + (idx * 4)] = data.x;
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result[dispatchOffset + (idx * 4 + 1)] = data.y;
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result[dispatchOffset + (idx * 4 + 2)] = data.z;
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result[dispatchOffset + (idx * 4 + 3)] = data.w;
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}
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}
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