yuzu-fork/src/video_core/host_shaders/convert_msaa_to_non_msaa.comp

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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450 core
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout (binding = 0, rgba8) uniform readonly restrict image2DMSArray msaa_in;
layout (binding = 1, rgba8) uniform writeonly restrict image2DArray output_img;
void main() {
const ivec3 coords = ivec3(gl_GlobalInvocationID);
if (any(greaterThanEqual(coords, imageSize(msaa_in)))) {
return;
}
// TODO: Specialization constants for num_samples?
const int num_samples = imageSamples(msaa_in);
for (int curr_sample = 0; curr_sample < num_samples; ++curr_sample) {
const vec4 pixel = imageLoad(msaa_in, coords, curr_sample);
const int single_sample_x = 2 * coords.x + (curr_sample & 1);
const int single_sample_y = 2 * coords.y + ((curr_sample / 2) & 1);
const ivec3 dest_coords = ivec3(single_sample_x, single_sample_y, coords.z);
if (any(greaterThanEqual(dest_coords, imageSize(output_img)))) {
continue;
}
imageStore(output_img, dest_coords, pixel);
}
}