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https://github.com/doitsujin/dxvk.git
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[dxvk] Add meta shaders for depth-stencil resolve
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@ -33,6 +33,8 @@ dxvk_shaders = files([
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'shaders/dxvk_pack_d24s8.comp',
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'shaders/dxvk_pack_d32s8.comp',
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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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54
src/dxvk/shaders/dxvk_resolve_frag_d.frag
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54
src/dxvk/shaders/dxvk_resolve_frag_d.frag
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@ -0,0 +1,54 @@
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#version 450
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#define VK_RESOLVE_MODE_NONE_KHR (0)
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#define VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR (1 << 0)
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#define VK_RESOLVE_MODE_AVERAGE_BIT_KHR (1 << 1)
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#define VK_RESOLVE_MODE_MIN_BIT_KHR (1 << 2)
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#define VK_RESOLVE_MODE_MAX_BIT_KHR (1 << 3)
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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_KHR;
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layout(binding = 0) uniform sampler2DMSArray s_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_KHR:
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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_KHR:
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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_KHR:
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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_KHR:
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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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83
src/dxvk/shaders/dxvk_resolve_frag_ds.frag
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83
src/dxvk/shaders/dxvk_resolve_frag_ds.frag
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@ -0,0 +1,83 @@
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#version 450
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#extension GL_ARB_shader_stencil_export : enable
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#define VK_RESOLVE_MODE_NONE_KHR (0)
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#define VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR (1 << 0)
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#define VK_RESOLVE_MODE_AVERAGE_BIT_KHR (1 << 1)
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#define VK_RESOLVE_MODE_MIN_BIT_KHR (1 << 2)
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#define VK_RESOLVE_MODE_MAX_BIT_KHR (1 << 3)
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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_KHR;
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layout(constant_id = 2) const int c_mode_s = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
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layout(binding = 0) uniform sampler2DMSArray s_depth;
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layout(binding = 1) uniform usampler2DMSArray s_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_KHR:
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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_KHR:
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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_KHR:
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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_KHR:
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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_KHR:
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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_KHR:
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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_KHR:
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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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