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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2003 - 2016 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
/*
Define the shader permutations for code generation
%% MUX_BEGIN %%
- SAMPLEMODE:
- SAMPLEMODE_SINGLE
- SAMPLEMODE_MSAA
%% MUX_END %%
*/
#include "ShaderCommon.h"
#if (SAMPLEMODE == SAMPLEMODE_SINGLE)
Texture2D<float> tDepthMap : register(t0);
#elif (SAMPLEMODE == SAMPLEMODE_MSAA)
Texture2DMS<float> tDepthMap : register(t0);
#endif
uint Unused(uint input)
{
return input;
}
float main(
VS_QUAD_OUTPUT input
, uint sampleID : SV_SAMPLEINDEX
) : SV_DEPTH
{
float2 jitter = float2(0.0f, 0.0f);
uint2 pixelIdx = uint2(input.vPos.xy);
if ( (pixelIdx.x+pixelIdx.y)%2 )
{
jitter.xy = g_vJitterOffset.xy;
}
else
{
jitter.xy = g_vJitterOffset.yx;
}
#if defined(__PSSL__)
Unused(sampleID);//Fix a compiler warning with pssl.
float2 tc = (floor(input.vTex.xy*g_vOutputViewportSize) + GetViVjLinearSample() + jitter)*g_vOutputSize_Inv;
#else
float2 tc = (EvaluateAttributeAtSample(input.vTex.xy, sampleID)*g_vOutputViewportSize + jitter)*g_vOutputSize_Inv;
#endif
#if (SAMPLEMODE == SAMPLEMODE_SINGLE)
return tDepthMap.SampleLevel(sPoint, tc, 0).x;
#elif (SAMPLEMODE == SAMPLEMODE_MSAA)
int2 load_tc = int2(tc*g_vOutputSize);
return tDepthMap.Load(load_tc, 0).x;
#endif
}
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