mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-11 19:24:11 +01:00
[dxvk] Get rid of separate depth shaders for shader-based copies
We can export both depth and color in a single shader instead.
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a163082770
commit
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@ -9,9 +9,6 @@
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#include <dxvk_copy_color_1d.h>
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#include <dxvk_copy_color_1d.h>
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#include <dxvk_copy_color_2d.h>
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#include <dxvk_copy_color_2d.h>
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#include <dxvk_copy_color_ms.h>
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#include <dxvk_copy_color_ms.h>
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#include <dxvk_copy_depth_1d.h>
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#include <dxvk_copy_depth_2d.h>
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#include <dxvk_copy_depth_ms.h>
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#include <dxvk_copy_depth_stencil_1d.h>
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#include <dxvk_copy_depth_stencil_1d.h>
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#include <dxvk_copy_depth_stencil_2d.h>
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#include <dxvk_copy_depth_stencil_2d.h>
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#include <dxvk_copy_depth_stencil_ms.h>
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#include <dxvk_copy_depth_stencil_ms.h>
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@ -84,11 +81,7 @@ namespace dxvk {
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m_color {
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m_color {
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createShaderModule(dxvk_copy_color_1d),
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createShaderModule(dxvk_copy_color_1d),
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createShaderModule(dxvk_copy_color_2d),
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createShaderModule(dxvk_copy_color_2d),
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createShaderModule(dxvk_copy_color_ms) },
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createShaderModule(dxvk_copy_color_ms) } {
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m_depth {
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createShaderModule(dxvk_copy_depth_1d),
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createShaderModule(dxvk_copy_depth_2d),
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createShaderModule(dxvk_copy_depth_ms) } {
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if (device->features().vk12.shaderOutputLayer) {
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if (device->features().vk12.shaderOutputLayer) {
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m_shaderVert = createShaderModule(dxvk_fullscreen_layer_vert);
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m_shaderVert = createShaderModule(dxvk_fullscreen_layer_vert);
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} else {
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} else {
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@ -119,9 +112,6 @@ namespace dxvk {
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.fragMs, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.fragMs, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag2D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag2D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag1D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag1D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.fragMs, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.frag2D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.frag1D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.fragMs, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.fragMs, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag2D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag2D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag1D, nullptr);
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m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag1D, nullptr);
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@ -313,7 +303,7 @@ namespace dxvk {
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std::array<std::pair<const FragShaders*, VkImageAspectFlags>, 3> shaderSets = {{
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std::array<std::pair<const FragShaders*, VkImageAspectFlags>, 3> shaderSets = {{
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{ &m_color, VK_IMAGE_ASPECT_COLOR_BIT },
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{ &m_color, VK_IMAGE_ASPECT_COLOR_BIT },
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{ &m_depth, VK_IMAGE_ASPECT_DEPTH_BIT },
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{ &m_color, VK_IMAGE_ASPECT_DEPTH_BIT },
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{ &m_depthStencil, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT },
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{ &m_depthStencil, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT },
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}};
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}};
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@ -20,9 +20,6 @@ dxvk_shaders = files([
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'shaders/dxvk_copy_color_1d.frag',
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'shaders/dxvk_copy_color_1d.frag',
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'shaders/dxvk_copy_color_2d.frag',
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'shaders/dxvk_copy_color_2d.frag',
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'shaders/dxvk_copy_color_ms.frag',
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'shaders/dxvk_copy_color_ms.frag',
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'shaders/dxvk_copy_depth_1d.frag',
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'shaders/dxvk_copy_depth_2d.frag',
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'shaders/dxvk_copy_depth_ms.frag',
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'shaders/dxvk_copy_depth_stencil_1d.frag',
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'shaders/dxvk_copy_depth_stencil_1d.frag',
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'shaders/dxvk_copy_depth_stencil_2d.frag',
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'shaders/dxvk_copy_depth_stencil_2d.frag',
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'shaders/dxvk_copy_depth_stencil_ms.frag',
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'shaders/dxvk_copy_depth_stencil_ms.frag',
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@ -13,6 +13,8 @@ uniform u_info_t {
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} u_info;
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} u_info;
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void main() {
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void main() {
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o_color = texelFetch(s_image,
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vec4 color = texelFetch(s_image,
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ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0);
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ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0);
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o_color = color;
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gl_FragDepth = color.r;
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}
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}
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@ -13,6 +13,8 @@ uniform u_info_t {
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} u_info;
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} u_info;
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void main() {
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void main() {
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o_color = texelFetch(s_image,
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vec4 color = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0);
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0);
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o_color = color;
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gl_FragDepth = color.r;
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}
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}
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@ -13,7 +13,9 @@ uniform u_info_t {
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} u_info;
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} u_info;
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void main() {
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void main() {
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o_color = texelFetch(s_image,
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vec4 color = texelFetch(s_image,
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
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ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
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gl_SampleID);
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gl_SampleID);
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o_color = color;
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gl_FragDepth = color.r;
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}
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}
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@ -1,16 +0,0 @@
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#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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layout(set = 0, binding = 0)
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uniform texture1DArray 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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@ -1,16 +0,0 @@
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#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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layout(set = 0, binding = 0)
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uniform texture2DArray 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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@ -1,17 +0,0 @@
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#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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layout(set = 0, binding = 0)
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uniform texture2DMSArray 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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