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-rw-r--r--src/video_core/host_shaders/convert_msaa_to_non_msaa.comp30
1 files changed, 30 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/convert_msaa_to_non_msaa.comp b/src/video_core/host_shaders/convert_msaa_to_non_msaa.comp
new file mode 100644
index 000000000..fc3854d18
--- /dev/null
+++ b/src/video_core/host_shaders/convert_msaa_to_non_msaa.comp
@@ -0,0 +1,30 @@
+// 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);
+ }
+}