diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl new file mode 100644 index 0000000000..7dc40d4b6a --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ResolveDepthStencil.hlsl @@ -0,0 +1,56 @@ +static const float2 g_Corners[6] = +{ + float2(-1.0f, 1.0f), + float2( 1.0f, -1.0f), + float2(-1.0f, -1.0f), + float2(-1.0f, 1.0f), + float2( 1.0f, 1.0f), + float2( 1.0f, -1.0f), +}; + +void VS_ResolveDepthStencil(in uint id : SV_VertexID, + out float4 position : SV_Position, + out float2 texCoord : TEXCOORD0) +{ + float2 corner = g_Corners[id]; + position = float4(corner.x, corner.y, 0.0f, 1.0f); + texCoord = float2((corner.x + 1.0f) * 0.5f, (-corner.y + 1.0f) * 0.5f); +} + +Texture2DMS<float> Depth : register(t0); +Texture2DMS<uint2> Stencil : register(t1); + +void PS_ResolveDepth(in float4 position : SV_Position, + in float2 texCoord : TEXCOORD0, + out float depth : SV_Depth) +{ + // MS samplers must use Load + uint width, height, samples; + Depth.GetDimensions(width, height, samples); + uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height)); + depth = Depth.Load(coord, 0).r; +} + +void PS_ResolveDepthStencil(in float4 position : SV_Position, + in float2 texCoord : TEXCOORD0, + out float2 depthStencil : SV_Target0) +{ + // MS samplers must use Load + uint width, height, samples; + Depth.GetDimensions(width, height, samples); + uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height)); + depthStencil.r = Depth.Load(coord, 0).r; + depthStencil.g = float(Stencil.Load(coord, 0).g); +} + +void PS_ResolveStencil(in float4 position : SV_Position, + in float2 texCoord : TEXCOORD0, + out float2 stencil : SV_Target0) +{ + // MS samplers must use Load + uint width, height, samples; + Stencil.GetDimensions(width, height, samples); + uint2 coord = uint2(texCoord.x * float(width), texCoord.y * float(height)); + stencil.r = 0.0f; + stencil.g = float(Stencil.Load(coord, 0).g); +} |