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renderdoc/renderdoc/data/glsl/arraymscopy.comp
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baldurk 8ccf071865 Implement GetTextureData for GL - underlying code behind texture saving
* This should support all forms of textures off the bat, multisampled
  textures, 3D textures, arrays, compressed and uncompressed, etc.
2015-02-09 17:29:13 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 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.
******************************************************************************/
#extension GL_ARB_compute_shader : require
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
uniform int numMultiSamples;
layout(binding = 0) uniform usampler2DMSArray srcMS;
layout(binding = 0) writeonly uniform uimage2DArray dstArray;
void MS2Array()
{
uvec3 id = gl_GlobalInvocationID;
int slice = int(id.z / numMultiSamples);
int sampleIdx = int(id.z % numMultiSamples);
uvec4 data = texelFetch(srcMS, ivec3(int(id.x), int(id.y), slice), sampleIdx);
imageStore(dstArray, ivec3(int(id.x), int(id.y), int(id.z)), data);
}
layout(binding = 0) uniform usampler2DArray srcArray;
layout(binding = 0) writeonly uniform uimage2DMSArray dstMS;
void Array2MS()
{
uvec3 id = gl_GlobalInvocationID;
int slice = int(id.z / numMultiSamples);
int sampleIdx = int(id.z % numMultiSamples);
uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), int(id.z)), 0);
imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
}