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146 行
5.2 KiB
146 行
5.2 KiB
//
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// This is a modified version of the BlurCS compute shader from Microsoft's MiniEngine
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// library. The copyright notice from the original version is included below.
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//
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// The original source code of MiniEngine is available on GitHub.
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// https://github.com/Microsoft/DirectX-Graphics-Samples
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//
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//
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// Copyright (c) Microsoft. All rights reserved.
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// This code is licensed under the MIT License (MIT).
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// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
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// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
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// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
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//
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// Developed by Minigraph
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//
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// Author: Bob Brown
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//
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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Texture2D<float4> _Source;
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RWTexture2D<float4> _Result;
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SamplerState sampler_LinearClamp;
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CBUFFER_START(cb)
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float4 _Size;
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CBUFFER_END
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// 16x16 pixels with an 8x8 center that we will be blurring writing out. Each uint is two color
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// channels packed together.
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// The reason for separating channels is to reduce bank conflicts in the local data memory
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// controller. A large stride will cause more threads to collide on the same memory bank.
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groupshared uint gs_cacheR[128];
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groupshared uint gs_cacheG[128];
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groupshared uint gs_cacheB[128];
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groupshared uint gs_cacheA[128];
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float4 BlurPixels(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h, float4 i)
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{
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return 0.27343750 * (e )
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+ 0.21875000 * (d + f)
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+ 0.10937500 * (c + g)
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+ 0.03125000 * (b + h)
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+ 0.00390625 * (a + i);
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}
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void Store2Pixels(uint index, float4 pixel1, float4 pixel2)
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{
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gs_cacheR[index] = f32tof16(pixel1.r) | f32tof16(pixel2.r) << 16;
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gs_cacheG[index] = f32tof16(pixel1.g) | f32tof16(pixel2.g) << 16;
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gs_cacheB[index] = f32tof16(pixel1.b) | f32tof16(pixel2.b) << 16;
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gs_cacheA[index] = f32tof16(pixel1.a) | f32tof16(pixel2.a) << 16;
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}
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void Load2Pixels(uint index, out float4 pixel1, out float4 pixel2)
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{
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uint rr = gs_cacheR[index];
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uint gg = gs_cacheG[index];
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uint bb = gs_cacheB[index];
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uint aa = gs_cacheA[index];
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pixel1 = float4(f16tof32(rr ), f16tof32(gg ), f16tof32(bb ), f16tof32(aa ));
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pixel2 = float4(f16tof32(rr >> 16), f16tof32(gg >> 16), f16tof32(bb >> 16), f16tof32(aa >> 16));
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}
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void Store1Pixel(uint index, float4 pixel)
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{
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gs_cacheR[index] = asuint(pixel.r);
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gs_cacheG[index] = asuint(pixel.g);
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gs_cacheB[index] = asuint(pixel.b);
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gs_cacheA[index] = asuint(pixel.a);
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}
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void Load1Pixel(uint index, out float4 pixel)
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{
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pixel = asfloat(uint4(gs_cacheR[index], gs_cacheG[index], gs_cacheB[index], gs_cacheA[index]));
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}
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// Blur two pixels horizontally. This reduces LDS reads and pixel unpacking.
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void BlurHorizontally(uint outIndex, uint leftMostIndex)
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{
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float4 s0, s1, s2, s3, s4, s5, s6, s7, s8, s9;
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Load2Pixels(leftMostIndex + 0, s0, s1);
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Load2Pixels(leftMostIndex + 1, s2, s3);
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Load2Pixels(leftMostIndex + 2, s4, s5);
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Load2Pixels(leftMostIndex + 3, s6, s7);
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Load2Pixels(leftMostIndex + 4, s8, s9);
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Store1Pixel(outIndex , BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8));
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Store1Pixel(outIndex + 1, BlurPixels(s1, s2, s3, s4, s5, s6, s7, s8, s9));
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}
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void BlurVertically(uint2 pixelCoord, uint topMostIndex)
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{
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float4 s0, s1, s2, s3, s4, s5, s6, s7, s8;
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Load1Pixel(topMostIndex , s0);
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Load1Pixel(topMostIndex + 8, s1);
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Load1Pixel(topMostIndex + 16, s2);
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Load1Pixel(topMostIndex + 24, s3);
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Load1Pixel(topMostIndex + 32, s4);
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Load1Pixel(topMostIndex + 40, s5);
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Load1Pixel(topMostIndex + 48, s6);
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Load1Pixel(topMostIndex + 56, s7);
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Load1Pixel(topMostIndex + 64, s8);
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float4 blurred = BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8);
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// Write to the final target
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_Result[pixelCoord] = blurred;
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}
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#pragma kernel KMain
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[numthreads(8, 8, 1)]
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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// Upper-left pixel coordinate of quad that this thread will read
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int2 threadUL = (groupThreadId << 1) + (groupId << 3) - 4;
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// Downsample the block
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float2 offset = float2(threadUL);
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float4 p00 = _Source.SampleLevel(sampler_LinearClamp, (offset + 0.5) * _Size.zw, 0.0);
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float4 p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0) + 0.5) * _Size.zw, 0.0);
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float4 p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0) + 0.5) * _Size.zw, 0.0);
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float4 p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0) + 0.5) * _Size.zw, 0.0);
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// Store the 4 downsampled pixels in LDS
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uint destIdx = groupThreadId.x + (groupThreadId.y << 4u);
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Store2Pixels(destIdx , p00, p10);
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Store2Pixels(destIdx + 8u, p01, p11);
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GroupMemoryBarrierWithGroupSync();
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// Horizontally blur the pixels in LDS
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uint row = groupThreadId.y << 4u;
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BlurHorizontally(row + (groupThreadId.x << 1u), row + groupThreadId.x + (groupThreadId.x & 4u));
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GroupMemoryBarrierWithGroupSync();
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// Vertically blur the pixels in LDS and write the result to memory
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BlurVertically(dispatchThreadId, (groupThreadId.y << 3u) + groupThreadId.x);
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}
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