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d9b63353b0
* Support copy between multisample and non-multisample depth textures * PR feedback
25 lines
796 B
GLSL
25 lines
796 B
GLSL
#version 450 core
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layout (std140, binding = 0) uniform sample_counts_log2_in
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{
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ivec4 sample_counts_log2;
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};
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layout (set = 2, binding = 0) uniform sampler2D src;
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void main()
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{
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int deltaX = sample_counts_log2.x - sample_counts_log2.z;
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int deltaY = sample_counts_log2.y - sample_counts_log2.w;
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int samplesInXLog2 = sample_counts_log2.z;
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int samplesInYLog2 = sample_counts_log2.w;
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int samplesInX = 1 << samplesInXLog2;
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int samplesInY = 1 << samplesInYLog2;
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int sampleIndex = gl_SampleID;
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int inX = (int(gl_FragCoord.x) << sample_counts_log2.x) | ((sampleIndex & (samplesInX - 1)) << deltaX);
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int inY = (int(gl_FragCoord.y) << sample_counts_log2.y) | ((sampleIndex >> samplesInXLog2) << deltaY);
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gl_FragDepth = texelFetch(src, ivec2(inX, inY), 0).r;
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} |