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Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
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@@ -118,13 +118,13 @@ layout(location = 10) out flat uint instance_index_interp;
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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vec3 normal_roughness_uv(vec2 uv) {
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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vec2 normal_roughness_uv(vec2 uv) {
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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@@ -550,13 +550,13 @@ layout(location = 10) in flat uint instance_index_interp;
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// !BAS! This needs to become an input once we implement our fallback!
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#define ViewIndex 0
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#endif // has_VK_KHR_multiview
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vec3 normal_roughness_uv(vec2 uv) {
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vec3 multiview_uv(vec2 uv) {
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return vec3(uv, ViewIndex);
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}
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#else // USE_MULTIVIEW
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// Set to zero, not supported in non stereo
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#define ViewIndex 0
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vec2 normal_roughness_uv(vec2 uv) {
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vec2 multiview_uv(vec2 uv) {
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return uv;
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}
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#endif //USE_MULTIVIEW
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@@ -271,15 +271,16 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
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#define multiviewSampler sampler2D
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#else
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layout(set = 1, binding = 10) uniform texture2D depth_buffer;
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layout(set = 1, binding = 11) uniform texture2D color_buffer;
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#ifdef USE_MULTIVIEW
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layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
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layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
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layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
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layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
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layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
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#define multiviewSampler sampler2DArray
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#else // USE_MULTIVIEW
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layout(set = 1, binding = 10) uniform texture2D depth_buffer;
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layout(set = 1, binding = 11) uniform texture2D color_buffer;
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layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
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layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
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layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
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