mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-03-14 04:29:15 +01:00
[dxvk] Refactor resolve shaders
Removes some code duplication while adding support for non-AVERAGE resolves for plain color images. Also nuke the AMD path since it is no longer used.
This commit is contained in:
parent
6596ae1dc1
commit
54b0b09cc9
@ -8,7 +8,6 @@
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#include <dxvk_resolve_frag_d.h>
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#include <dxvk_resolve_frag_ds.h>
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#include <dxvk_resolve_frag_f.h>
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#include <dxvk_resolve_frag_f_amd.h>
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#include <dxvk_resolve_frag_u.h>
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#include <dxvk_resolve_frag_i.h>
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@ -52,9 +51,7 @@ namespace dxvk {
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DxvkMetaResolveObjects::DxvkMetaResolveObjects(const DxvkDevice* device)
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: m_vkd (device->vkd()),
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m_shaderFragF (device->features().amdShaderFragmentMask
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? createShaderModule(dxvk_resolve_frag_f_amd)
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: createShaderModule(dxvk_resolve_frag_f)),
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m_shaderFragF (createShaderModule(dxvk_resolve_frag_f)),
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m_shaderFragU (createShaderModule(dxvk_resolve_frag_u)),
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m_shaderFragI (createShaderModule(dxvk_resolve_frag_i)),
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m_shaderFragD (createShaderModule(dxvk_resolve_frag_d)) {
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@ -50,7 +50,6 @@ dxvk_shaders = files([
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'shaders/dxvk_resolve_frag_d.frag',
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'shaders/dxvk_resolve_frag_ds.frag',
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'shaders/dxvk_resolve_frag_f.frag',
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'shaders/dxvk_resolve_frag_f_amd.frag',
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'shaders/dxvk_resolve_frag_i.frag',
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'shaders/dxvk_resolve_frag_u.frag',
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35
src/dxvk/shaders/dxvk_resolve_common.glsl
Normal file
35
src/dxvk/shaders/dxvk_resolve_common.glsl
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@ -0,0 +1,35 @@
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#define VK_RESOLVE_MODE_NONE (0)
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#define VK_RESOLVE_MODE_SAMPLE_ZERO_BIT (1 << 0)
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#define VK_RESOLVE_MODE_AVERAGE_BIT (1 << 1)
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#define VK_RESOLVE_MODE_MIN_BIT (1 << 2)
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#define VK_RESOLVE_MODE_MAX_BIT (1 << 3)
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#define resolve_fn(name, type, load_fn) \
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type name(ivec3 coord, int samples, uint mode) { \
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if (mode == VK_RESOLVE_MODE_NONE) \
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return type(0); \
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type value = load_fn(coord, 0); \
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\
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switch (mode) { \
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case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT: \
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return value; \
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\
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case VK_RESOLVE_MODE_AVERAGE_BIT: \
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for (int i = 1; i < samples; i++) \
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value += load_fn(coord, i); \
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value /= type(c_samples); \
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break; \
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\
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case VK_RESOLVE_MODE_MIN_BIT: \
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for (int i = 1; i < samples; i++) \
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value = min(value, load_fn(coord, i)); \
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break; \
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\
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case VK_RESOLVE_MODE_MAX_BIT: \
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for (int i = 1; i < c_samples; i++) \
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value = min(value, load_fn(coord, i)); \
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break; \
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} \
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\
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return value; \
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}
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@ -1,56 +1,28 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#define VK_RESOLVE_MODE_NONE (0)
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#define VK_RESOLVE_MODE_SAMPLE_ZERO_BIT (1 << 0)
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#define VK_RESOLVE_MODE_AVERAGE_BIT (1 << 1)
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#define VK_RESOLVE_MODE_MIN_BIT (1 << 2)
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#define VK_RESOLVE_MODE_MAX_BIT (1 << 3)
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#include "dxvk_resolve_common.glsl"
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layout(constant_id = 0) const int c_samples = 1;
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layout(constant_id = 1) const int c_mode_d = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(constant_id = 1) const int c_mode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(binding = 0) uniform texture2DMSArray s_depth;
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float load_depth(ivec3 coord, int s) {
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return texelFetch(s_depth, coord, s).r;
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}
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resolve_fn(resolve_depth, float, load_depth)
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layout(push_constant)
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uniform u_info_t {
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ivec2 offset;
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} u_info;
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float resolve_depth(ivec3 coord) {
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float depth = 0.0f;
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switch (c_mode_d) {
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case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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break;
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case VK_RESOLVE_MODE_AVERAGE_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth += texelFetch(s_depth, coord, i).r;
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depth /= float(c_samples);
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break;
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case VK_RESOLVE_MODE_MIN_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth = min(depth, texelFetch(s_depth, coord, i).r);
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break;
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case VK_RESOLVE_MODE_MAX_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth = max(depth, texelFetch(s_depth, coord, i).r);
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break;
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}
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return depth;
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}
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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gl_FragDepth = resolve_depth(coord);
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}
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gl_FragDepth = resolve_depth(coord, c_samples, c_mode);
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}
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@ -1,13 +1,10 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_ARB_shader_stencil_export : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#define VK_RESOLVE_MODE_NONE (0)
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#define VK_RESOLVE_MODE_SAMPLE_ZERO_BIT (1 << 0)
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#define VK_RESOLVE_MODE_AVERAGE_BIT (1 << 1)
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#define VK_RESOLVE_MODE_MIN_BIT (1 << 2)
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#define VK_RESOLVE_MODE_MAX_BIT (1 << 3)
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#include "dxvk_resolve_common.glsl"
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layout(constant_id = 0) const int c_samples = 1;
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layout(constant_id = 1) const int c_mode_d = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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@ -16,69 +13,25 @@ layout(constant_id = 2) const int c_mode_s = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(binding = 0) uniform texture2DMSArray s_depth;
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layout(binding = 1) uniform utexture2DMSArray s_stencil;
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float load_depth(ivec3 coord, int s) {
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return texelFetch(s_depth, coord, s).r;
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}
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uint load_stencil(ivec3 coord, int s) {
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return texelFetch(s_stencil, coord, s).r;
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}
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resolve_fn(resolve_depth, float, load_depth)
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resolve_fn(resolve_stencil, uint, load_stencil)
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layout(push_constant)
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uniform u_info_t {
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ivec2 offset;
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} u_info;
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float resolve_depth(ivec3 coord) {
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float depth = 0.0f;
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switch (c_mode_d) {
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case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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break;
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case VK_RESOLVE_MODE_AVERAGE_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth += texelFetch(s_depth, coord, i).r;
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depth /= float(c_samples);
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break;
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case VK_RESOLVE_MODE_MIN_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth = min(depth, texelFetch(s_depth, coord, i).r);
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break;
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case VK_RESOLVE_MODE_MAX_BIT:
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depth = texelFetch(s_depth, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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depth = max(depth, texelFetch(s_depth, coord, i).r);
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break;
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}
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return depth;
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}
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int resolve_stencil(ivec3 coord) {
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uint stencil = 0u;
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switch (c_mode_s) {
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case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT:
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stencil = texelFetch(s_stencil, coord, 0).r;
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break;
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case VK_RESOLVE_MODE_MIN_BIT:
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stencil = texelFetch(s_stencil, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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stencil = min(stencil, texelFetch(s_stencil, coord, i).r);
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break;
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case VK_RESOLVE_MODE_MAX_BIT:
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stencil = texelFetch(s_stencil, coord, 0).r;
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for (int i = 1; i < c_samples; i++)
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stencil = max(stencil, texelFetch(s_stencil, coord, i).r);
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break;
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}
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return int(stencil);
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}
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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gl_FragDepth = resolve_depth(coord);
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gl_FragStencilRefARB = resolve_stencil(coord);
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}
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gl_FragDepth = resolve_depth(coord, c_samples, c_mode_d);
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gl_FragStencilRefARB = int(resolve_stencil(coord, c_samples, c_mode_s));
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}
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@ -1,13 +1,23 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#include "dxvk_resolve_common.glsl"
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layout(constant_id = 0) const int c_samples = 1;
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layout(constant_id = 1) const int c_mode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(binding = 0) uniform texture2DMSArray s_image;
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layout(location = 0) out vec4 o_color;
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vec4 load_color(ivec3 coord, int s) {
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return texelFetch(s_image, coord, s);
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}
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resolve_fn(resolve_color, vec4, load_color)
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layout(push_constant)
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uniform u_info_t {
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ivec2 offset;
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@ -15,8 +25,5 @@ uniform u_info_t {
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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vec4 color = vec4(0.0f);
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for (int i = 0; i < c_samples; i++)
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color += texelFetch(s_image, coord, i);
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o_color = color / float(c_samples);
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}
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o_color = resolve_color(coord, c_samples, c_mode);
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}
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@ -1,56 +0,0 @@
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#version 450
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#extension GL_EXT_samplerless_texture_functions : enable
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#extension GL_EXT_spirv_intrinsics : enable
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// GL_AMD_shader_fragment_mask was never updated to support
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// sampler-less functions, so we have to define these manually
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spirv_instruction(extensions = ["SPV_AMD_shader_fragment_mask"], capabilities = [5010], id = 5011)
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uint fragment_mask_fetch(texture2DMSArray tex, ivec3 coord);
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spirv_instruction(extensions = ["SPV_AMD_shader_fragment_mask"], capabilities = [5010], id = 5012)
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vec4 fragment_fetch(texture2DMSArray tex, ivec3 coord, uint index);
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layout(constant_id = 0) const int c_samples = 1;
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layout(set = 0, binding = 0)
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uniform texture2DMSArray s_image;
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layout(location = 0) out vec4 o_color;
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layout(push_constant)
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uniform u_info_t {
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ivec2 offset;
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} u_info;
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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// get a four-bit fragment index for each sample
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uint fragMask = fragment_mask_fetch(s_image, coord);
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// count number of occurences of each fragment
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// index in one four-bit counter for each sample
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uint fragCount = 0u;
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for (int i = 0; i < 4 * c_samples; i += 4) {
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uint fragIndex = bitfieldExtract(fragMask, i, 4);
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fragCount += 1u << (fragIndex << 2);
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}
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// perform necessary texture lookups to compute
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// final fragment color
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o_color = vec4(0.0f);
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while (fragCount != 0) {
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int fragIndex = findLSB(fragCount) >> 2;
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int fragShift = fragIndex << 2;
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o_color += fragment_fetch(s_image, coord, fragIndex)
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* float(bitfieldExtract(fragCount, fragShift, 4));
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fragCount = bitfieldInsert(fragCount, 0, fragShift, 4);
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}
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o_color /= float(c_samples);
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}
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@ -1,11 +1,23 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#include "dxvk_resolve_common.glsl"
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layout(constant_id = 0) const int c_samples = 1;
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layout(constant_id = 1) const int c_mode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(binding = 0) uniform itexture2DMSArray s_image;
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layout(location = 0) out ivec4 o_color;
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ivec4 load_color(ivec3 coord, int s) {
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return texelFetch(s_image, coord, s);
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}
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resolve_fn(resolve_color, ivec4, load_color)
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layout(push_constant)
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uniform u_info_t {
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ivec2 offset;
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@ -13,5 +25,5 @@ uniform u_info_t {
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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o_color = texelFetch(s_image, coord, 0);
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}
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o_color = resolve_color(coord, c_samples, c_mode);
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}
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@ -1,10 +1,22 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#include "dxvk_resolve_common.glsl"
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layout(constant_id = 0) const int c_samples = 1;
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layout(constant_id = 1) const int c_mode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT;
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layout(binding = 0) uniform utexture2DMSArray s_image;
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layout(location = 0) out uvec4 o_color;
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layout(location = 0) out vec4 o_color;
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uvec4 load_color(ivec3 coord, int s) {
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return texelFetch(s_image, coord, s);
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}
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resolve_fn(resolve_color, uvec4, load_color)
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layout(push_constant)
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uniform u_info_t {
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@ -13,5 +25,5 @@ uniform u_info_t {
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void main() {
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ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
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o_color = texelFetch(s_image, coord, 0);
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}
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o_color = resolve_color(coord, c_samples, c_mode);
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}
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