mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-10 17:47:16 +00:00
71 lines
2.4 KiB
Plaintext
71 lines
2.4 KiB
Plaintext
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2015-2017 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_nongles GL_ARB_compute_shader : require
|
|
|
|
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
|
|
|
layout(binding = 0) uniform usampler2DMSArray srcMS;
|
|
// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
|
|
layout(binding = 2) writeonly uniform uimage2DArray dstArray;
|
|
|
|
|
|
#ifdef VULKAN
|
|
|
|
layout(push_constant) uniform multisamplePush
|
|
{
|
|
int numMultiSamples;
|
|
int currentSample;
|
|
int currentSlice;
|
|
uint currentStencil;
|
|
} mscopy;
|
|
|
|
#define numMultiSamples (mscopy.numMultiSamples)
|
|
#define currentSample (mscopy.currentSample)
|
|
#define currentSlice (mscopy.currentSlice)
|
|
#define currentStencil (mscopy.currentStencil)
|
|
|
|
#else
|
|
|
|
uniform uvec4 mscopy;
|
|
|
|
#define numMultiSamples (int(mscopy.x))
|
|
#define currentSample (mscopy.y)
|
|
#define currentSlice (mscopy.z)
|
|
#define currentStencil (mscopy.w)
|
|
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
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);
|
|
}
|