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host_shaders: More proper handling of x2 MSAA copies
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@ -15,11 +15,14 @@ void main() {
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// TODO: Specialization constants for num_samples?
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const int num_samples = imageSamples(msaa_in);
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const ivec3 msaa_size = imageSize(msaa_in);
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const ivec3 out_size = imageSize(output_img);
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const ivec3 scale = out_size / msaa_size;
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for (int curr_sample = 0; curr_sample < num_samples; ++curr_sample) {
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const vec4 pixel = imageLoad(msaa_in, coords, curr_sample);
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const int single_sample_x = 2 * coords.x + (curr_sample & 1);
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const int single_sample_y = 2 * coords.y + ((curr_sample / 2) & 1);
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const int single_sample_x = scale.x * coords.x + (curr_sample & 1);
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const int single_sample_y = scale.y * coords.y + ((curr_sample / 2) & 1);
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const ivec3 dest_coords = ivec3(single_sample_x, single_sample_y, coords.z);
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if (any(greaterThanEqual(dest_coords, imageSize(output_img)))) {
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@ -15,9 +15,12 @@ void main() {
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// TODO: Specialization constants for num_samples?
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const int num_samples = imageSamples(output_msaa);
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const ivec3 msaa_size = imageSize(output_msaa);
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const ivec3 out_size = imageSize(img_in);
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const ivec3 scale = out_size / msaa_size;
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for (int curr_sample = 0; curr_sample < num_samples; ++curr_sample) {
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const int single_sample_x = 2 * coords.x + (curr_sample & 1);
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const int single_sample_y = 2 * coords.y + ((curr_sample / 2) & 1);
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const int single_sample_x = scale.x * coords.x + (curr_sample & 1);
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const int single_sample_y = scale.y * coords.y + ((curr_sample / 2) & 1);
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const ivec3 single_coords = ivec3(single_sample_x, single_sample_y, coords.z);
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if (any(greaterThanEqual(single_coords, imageSize(img_in)))) {
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