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8ccf071865
* This should support all forms of textures off the bat, multisampled textures, 3D textures, arrays, compressed and uncompressed, etc.
65 lines
2.2 KiB
Plaintext
65 lines
2.2 KiB
Plaintext
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015 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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#extension GL_ARB_compute_shader : require
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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uniform int numMultiSamples;
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layout(binding = 0) uniform usampler2DMSArray srcMS;
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layout(binding = 0) writeonly uniform uimage2DArray dstArray;
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void MS2Array()
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{
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uvec3 id = gl_GlobalInvocationID;
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int slice = int(id.z / numMultiSamples);
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int sampleIdx = int(id.z % numMultiSamples);
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uvec4 data = texelFetch(srcMS, ivec3(int(id.x), int(id.y), slice), sampleIdx);
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imageStore(dstArray, ivec3(int(id.x), int(id.y), int(id.z)), data);
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}
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layout(binding = 0) uniform usampler2DArray srcArray;
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layout(binding = 0) writeonly uniform uimage2DMSArray dstMS;
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void Array2MS()
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{
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uvec3 id = gl_GlobalInvocationID;
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int slice = int(id.z / numMultiSamples);
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int sampleIdx = int(id.z % numMultiSamples);
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uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), int(id.z)), 0);
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imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
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} |