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renderdoc/renderdoc/data/glsl/vk_depthms2buffer.comp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2023 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;
layout(binding = 0) uniform texture2DMSArray srcDepthMS;
layout(binding = 1) uniform utexture2DMSArray srcStencilMS;
layout(binding = 2, std430) writeonly buffer dstBuf
{
uint result[];
};
#define MAX_D16 ((1 << 16) - 1)
#define MAX_D24 ((1 << 24) - 1)
#define floatToD16(depth) uint(MAX_D16 *depth)
#define floatToD24(depth) uint(MAX_D24 *depth)
layout(push_constant) uniform multisamplePush
{
int textureWidth;
int baseSlice;
int baseSample;
int format;
int maxInvocationID;
int dispatchOffset;
}
mscopy;
#define textureWidth (mscopy.textureWidth)
#define baseSlice (mscopy.baseSlice)
#define baseSample (mscopy.baseSample)
#define format (mscopy.format)
#define maxInvocationID (mscopy.maxInvocationID)
#define dispatchOffset (mscopy.dispatchOffset)
void main()
{
int slice = baseSlice;
int sampleIdx = baseSample;
uint idx = gl_GlobalInvocationID.x;
if(int(idx) >= maxInvocationID)
{
return;
}
int x0 = int(idx) % textureWidth;
int y0 = int(idx) / textureWidth;
ivec3 coord = ivec3(x0, y0, slice);
// For D16, we need to sample 2 pixels at a time
if(format == SHADER_D16_UNORM)
{
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;
vec2 depth = vec2(texelFetch(srcDepthMS, ivec3(x0, y0, slice), sampleIdx).x,
texelFetch(srcDepthMS, ivec3(x1, y1, slice), sampleIdx).x);
result[dispatchOffset + idx] = (floatToD16(depth.x) << 0) | (floatToD16(depth.y) << 16);
}
else if(format == SHADER_D16_UNORM_S8_UINT)
{
float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
result[dispatchOffset + idx] = (floatToD16(depth) << 0) | (stencil << 16);
}
else if(format == SHADER_X8_D24_UNORM_PACK32)
{
float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
result[dispatchOffset + idx] = (floatToD24(depth) << 0);
}
else if(format == SHADER_D24_UNORM_S8_UINT)
{
float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
result[dispatchOffset + idx] = (floatToD24(depth) << 0) | (stencil << 24);
}
else if(format == SHADER_D32_SFLOAT)
{
float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
result[dispatchOffset + idx] = floatBitsToUint(depth);
}
else if(format == SHADER_D32_SFLOAT_S8_UINT)
{
float depth = texelFetch(srcDepthMS, coord, sampleIdx).x;
uint stencil = texelFetch(srcStencilMS, coord, sampleIdx).x;
result[dispatchOffset + (idx * 2 + 0)] = floatBitsToUint(depth);
result[dispatchOffset + (idx * 2 + 1)] = stencil;
}
// For S8, we need to sample 4 pixels at a time
else if(format == SHADER_S8_UINT)
{
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 stencil = uvec4(texelFetch(srcStencilMS, ivec3(x0, y0, slice), sampleIdx).x,
texelFetch(srcStencilMS, ivec3(x1, y1, slice), sampleIdx).x,
texelFetch(srcStencilMS, ivec3(x2, y2, slice), sampleIdx).x,
texelFetch(srcStencilMS, ivec3(x3, y3, slice), sampleIdx).x);
result[dispatchOffset + idx] = ((stencil.x & 0xFF) << 0) | ((stencil.y & 0xFF) << 8) |
((stencil.z & 0xFF) << 16) | ((stencil.w & 0xFF) << 24);
}
}