R/Ryujinx.Graphics.Vulkan/Shaders/DepthDrawToNonMsFragmentShaderSource.frag
gdkchan d9b63353b0
Support copy between multisample and non-multisample depth textures (#4676)
* Support copy between multisample and non-multisample depth textures

* PR feedback
2023-04-17 08:13:53 +00:00

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924 B
GLSL

#version 450 core
layout (std140, binding = 0) uniform sample_counts_log2_in
{
ivec4 sample_counts_log2;
};
layout (set = 2, binding = 0) uniform sampler2DMS srcMS;
void main()
{
uvec2 coords = uvec2(gl_FragCoord.xy);
int deltaX = sample_counts_log2.x - sample_counts_log2.z;
int deltaY = sample_counts_log2.y - sample_counts_log2.w;
int samplesInXLog2 = sample_counts_log2.z;
int samplesInYLog2 = sample_counts_log2.w;
int samplesInX = 1 << samplesInXLog2;
int samplesInY = 1 << samplesInYLog2;
int sampleIdx = ((int(coords.x) >> deltaX) & (samplesInX - 1)) | (((int(coords.y) >> deltaY) & (samplesInY - 1)) << samplesInXLog2);
samplesInXLog2 = sample_counts_log2.x;
samplesInYLog2 = sample_counts_log2.y;
ivec2 shiftedCoords = ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2);
gl_FragDepth = texelFetch(srcMS, shiftedCoords, sampleIdx).r;
}