mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-03 13:24:20 +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.
This commit is contained in:
parent
a163082770
commit
c5aeb0f87a
@ -9,9 +9,6 @@
|
||||
#include <dxvk_copy_color_1d.h>
|
||||
#include <dxvk_copy_color_2d.h>
|
||||
#include <dxvk_copy_color_ms.h>
|
||||
#include <dxvk_copy_depth_1d.h>
|
||||
#include <dxvk_copy_depth_2d.h>
|
||||
#include <dxvk_copy_depth_ms.h>
|
||||
#include <dxvk_copy_depth_stencil_1d.h>
|
||||
#include <dxvk_copy_depth_stencil_2d.h>
|
||||
#include <dxvk_copy_depth_stencil_ms.h>
|
||||
@ -84,11 +81,7 @@ namespace dxvk {
|
||||
m_color {
|
||||
createShaderModule(dxvk_copy_color_1d),
|
||||
createShaderModule(dxvk_copy_color_2d),
|
||||
createShaderModule(dxvk_copy_color_ms) },
|
||||
m_depth {
|
||||
createShaderModule(dxvk_copy_depth_1d),
|
||||
createShaderModule(dxvk_copy_depth_2d),
|
||||
createShaderModule(dxvk_copy_depth_ms) } {
|
||||
createShaderModule(dxvk_copy_color_ms) } {
|
||||
if (device->features().vk12.shaderOutputLayer) {
|
||||
m_shaderVert = createShaderModule(dxvk_fullscreen_layer_vert);
|
||||
} else {
|
||||
@ -119,9 +112,6 @@ namespace dxvk {
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.fragMs, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag2D, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depthStencil.frag1D, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.fragMs, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.frag2D, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_depth.frag1D, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.fragMs, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag2D, nullptr);
|
||||
m_vkd->vkDestroyShaderModule(m_vkd->device(), m_color.frag1D, nullptr);
|
||||
@ -313,7 +303,7 @@ namespace dxvk {
|
||||
|
||||
std::array<std::pair<const FragShaders*, VkImageAspectFlags>, 3> shaderSets = {{
|
||||
{ &m_color, VK_IMAGE_ASPECT_COLOR_BIT },
|
||||
{ &m_depth, VK_IMAGE_ASPECT_DEPTH_BIT },
|
||||
{ &m_color, VK_IMAGE_ASPECT_DEPTH_BIT },
|
||||
{ &m_depthStencil, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT },
|
||||
}};
|
||||
|
||||
|
@ -20,9 +20,6 @@ dxvk_shaders = files([
|
||||
'shaders/dxvk_copy_color_1d.frag',
|
||||
'shaders/dxvk_copy_color_2d.frag',
|
||||
'shaders/dxvk_copy_color_ms.frag',
|
||||
'shaders/dxvk_copy_depth_1d.frag',
|
||||
'shaders/dxvk_copy_depth_2d.frag',
|
||||
'shaders/dxvk_copy_depth_ms.frag',
|
||||
'shaders/dxvk_copy_depth_stencil_1d.frag',
|
||||
'shaders/dxvk_copy_depth_stencil_2d.frag',
|
||||
'shaders/dxvk_copy_depth_stencil_ms.frag',
|
||||
|
@ -13,6 +13,8 @@ uniform u_info_t {
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
o_color = texelFetch(s_image,
|
||||
vec4 color = texelFetch(s_image,
|
||||
ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0);
|
||||
o_color = color;
|
||||
gl_FragDepth = color.r;
|
||||
}
|
@ -13,6 +13,8 @@ uniform u_info_t {
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
o_color = texelFetch(s_image,
|
||||
vec4 color = texelFetch(s_image,
|
||||
ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0);
|
||||
o_color = color;
|
||||
gl_FragDepth = color.r;
|
||||
}
|
@ -13,7 +13,9 @@ uniform u_info_t {
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
o_color = texelFetch(s_image,
|
||||
vec4 color = texelFetch(s_image,
|
||||
ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
|
||||
gl_SampleID);
|
||||
o_color = color;
|
||||
gl_FragDepth = color.r;
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
#version 450
|
||||
|
||||
#extension GL_EXT_samplerless_texture_functions : require
|
||||
|
||||
layout(set = 0, binding = 0)
|
||||
uniform texture1DArray s_image;
|
||||
|
||||
layout(push_constant)
|
||||
uniform u_info_t {
|
||||
ivec2 offset;
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = texelFetch(s_image,
|
||||
ivec2(gl_FragCoord.x + u_info.offset.x, gl_Layer), 0).r;
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
#version 450
|
||||
|
||||
#extension GL_EXT_samplerless_texture_functions : require
|
||||
|
||||
layout(set = 0, binding = 0)
|
||||
uniform texture2DArray s_image;
|
||||
|
||||
layout(push_constant)
|
||||
uniform u_info_t {
|
||||
ivec2 offset;
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = texelFetch(s_image,
|
||||
ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer), 0).r;
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
#version 450
|
||||
|
||||
#extension GL_EXT_samplerless_texture_functions : require
|
||||
|
||||
layout(set = 0, binding = 0)
|
||||
uniform texture2DMSArray s_image;
|
||||
|
||||
layout(push_constant)
|
||||
uniform u_info_t {
|
||||
ivec2 offset;
|
||||
} u_info;
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = texelFetch(s_image,
|
||||
ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer),
|
||||
gl_SampleID).r;
|
||||
}
|
Loading…
Reference in New Issue
Block a user