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* Move all copies & resolves to rasterization. * Fix Vulkan crash. * Implement hardware resolve path for both color and depth targets.
9 lines
266 B
HLSL
9 lines
266 B
HLSL
#include "copy_common.hlsli"
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Texture2D<float> g_Texture2DDescriptorHeap[] : register(t0, space0);
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float main(in float4 position : SV_Position) : SV_Depth
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{
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return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0));
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}
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