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use texture views for surface copies
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366be049a4
commit
163eeea102
4 changed files with 54 additions and 42 deletions
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@ -31,17 +31,9 @@ fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex
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return tex.sample(samplr, in.texCoord);
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}
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struct CopyParams {
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uint width;
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uint srcMip;
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uint srcSlice;
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uint dstMip;
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uint dstSlice;
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};
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vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d_array<float, access::read> src [[texture(GET_TEXTURE_BINDING(0))]], texture2d_array<float, access::write> dst [[texture(GET_TEXTURE_BINDING(1))]], constant CopyParams& params [[buffer(GET_BUFFER_BINDING(0))]]) {
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uint2 coord = uint2(vid % params.width, vid / params.width);
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return dst.write(float4(src.read(coord, params.srcSlice, params.srcMip).r, 0.0, 0.0, 0.0), coord, params.dstSlice, params.dstMip);
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vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d<float, access::read> src [[texture(GET_TEXTURE_BINDING(0))]], texture2d<float, access::write> dst [[texture(GET_TEXTURE_BINDING(1))]], constant uint32_t& width [[buffer(GET_BUFFER_BINDING(0))]]) {
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uint2 coord = uint2(vid % width, vid / width);
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return dst.write(float4(src.read(coord).r, 0.0, 0.0, 0.0), coord);
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}
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struct RestrideParams {
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