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https://github.com/doitsujin/dxvk.git
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[dxvk] Add meta copy shaders
Used to copy between depth and color images.
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16
src/dxvk/shaders/dxvk_copy_color_1d.frag
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16
src/dxvk/shaders/dxvk_copy_color_1d.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler1DArray 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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o_color = texelFetch(s_image,
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ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0);
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}
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src/dxvk/shaders/dxvk_copy_color_2d.frag
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src/dxvk/shaders/dxvk_copy_color_2d.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler2DArray 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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o_color = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0);
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}
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17
src/dxvk/shaders/dxvk_copy_color_ms.frag
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src/dxvk/shaders/dxvk_copy_color_ms.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler2DMSArray 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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o_color = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
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gl_SampleID);
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}
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14
src/dxvk/shaders/dxvk_copy_depth_1d.frag
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src/dxvk/shaders/dxvk_copy_depth_1d.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler1DArray s_image;
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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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gl_FragDepth = texelFetch(s_image,
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ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0).r;
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}
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14
src/dxvk/shaders/dxvk_copy_depth_2d.frag
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src/dxvk/shaders/dxvk_copy_depth_2d.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler2DArray s_image;
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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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gl_FragDepth = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0).r;
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}
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15
src/dxvk/shaders/dxvk_copy_depth_ms.frag
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src/dxvk/shaders/dxvk_copy_depth_ms.frag
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#version 450
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layout(set = 0, binding = 0)
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uniform sampler2DMSArray s_image;
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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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gl_FragDepth = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
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gl_SampleID).r;
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}
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