Hash :
98915e44
Author :
Date :
2025-09-12T14:15:05
Vulkan: Fix blit src missing mip Bug: angleproject:433816259 Bug: angleproject:40644750 Change-Id: I50261279224dea8e37beff388207b927399d099a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6944327 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Charlie Lao <cclao@google.com>
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// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py.
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// shaders/gen/BlitResolve.frag.0000000D.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kBlitResolve_frag_0000000D[] = {
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0x2c,0xf6,0x09,0x39,0xb3,0x11,0xb1,0x0e,0xf6,0x4b,0x88,0xde,0x93,0xd3,0x9c,0x97,
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0x9c,0x83,0x4d,0x48,0xe7,0x7a,0xf7,0xe7,0xd1,0x5d,0xe5,0xff,0x66,0xce,0xd4,0xbe,
0xcd,0xba,0xf3,0xfb,0x1a,0xfb,0xff,0x46,0x65,0x7f,0xa5,0x9b,0x93,0x32,0xfe,0x01,
0xd1,0xf0,0xb6,0x4b,0x5c,0x08,0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// #extension GL_GOOGLE_include_directive : require
//
// layout(set = 0, binding = 0)uniform texture2DArray depth;
//
// layout(set = 0, binding = 2)uniform sampler blitSampler;
//
// #line 1 "shaders/src/BlitResolve.inc"
//
// layout(push_constant)uniform PushConstants {
//
// vec2 offset;
// vec2 stretch;
// vec2 invSrcExtent;
// int srcMip;
// int srcLayer;
// int samples;
// float invSamples;
//
// int outputMask;
//
// bool flipX;
// bool flipY;
// bool rotateXY;
// } params;
//
// vec2 getSrcImageCoords()
// {
//
// vec2 srcImageCoords = vec2(gl_FragCoord . xy);
//
// srcImageCoords *= params . stretch;
//
// srcImageCoords -= params . offset;
//
// if(params . flipX)
// srcImageCoords . x = - srcImageCoords . x;
// if(params . flipY)
// srcImageCoords . y = - srcImageCoords . y;
// if(params . rotateXY)
// srcImageCoords . xy = srcImageCoords . yx;
//
// return srcImageCoords;
// }
//
// #line 123 "shaders/src/BlitResolve.frag"
//
// void main()
// {
// vec2 srcImageCoords = getSrcImageCoords();
//
// gl_FragDepth = textureLod(sampler2DArray(depth, blitSampler), vec3(srcImageCoords * params . invSrcExtent, params . srcLayer), params . srcMip). x;
//
// }