Duckstation/src/util/metal_shaders.metal
2023-09-16 19:00:28 +10:00

43 lines
1.3 KiB
Metal

/// A custom resolve kernel that averages color at all sample points.
#include <metal_stdlib>
using namespace metal;
// https://developer.apple.com/documentation/metal/metal_sample_code_library/improving_edge-rendering_quality_with_multisample_antialiasing_msaa?language=objc
kernel void
colorResolveKernel(texture2d_ms<float, access::read> multisampledTexture [[texture(0)]],
texture2d<float, access::write> resolvedTexture [[texture(1)]],
uint2 gid [[thread_position_in_grid]])
{
const uint count = multisampledTexture.get_num_samples();
float4 resolved_color = 0;
for (uint i = 0; i < count; ++i)
{
resolved_color += multisampledTexture.read(gid, i);
}
resolved_color /= count;
resolvedTexture.write(resolved_color, gid);
}
kernel void
depthResolveKernel(texture2d_ms<float, access::read> multisampledTexture [[texture(0)]],
texture2d<float, access::write> resolvedTexture [[texture(1)]],
uint2 gid [[thread_position_in_grid]])
{
const uint count = multisampledTexture.get_num_samples();
float resolved_depth = 0;
for (uint i = 0; i < count; ++i)
{
resolved_depth += multisampledTexture.read(gid, i).r;
}
resolved_depth /= count;
resolvedTexture.write(float4(resolved_depth, 0, 0, 0), gid);
}