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- //
- // This is a modified version of the BlurCS compute shader from Microsoft's MiniEngine
- // library. The copyright notice from the original version is included below.
- //
- // The original source code of MiniEngine is available on GitHub.
- // https://github.com/Microsoft/DirectX-Graphics-Samples
- //
- //
- // Copyright (c) Microsoft. All rights reserved.
- // This code is licensed under the MIT License (MIT).
- // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
- // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
- // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
- // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
- //
- // Developed by Minigraph
- //
- // Author: Bob Brown
- //
- #pragma warning(disable : 3568)
- #pragma exclude_renderers gles gles3 d3d11_9x
- #include "../StdLib.hlsl"
- Texture2D<float4> _Source;
- RWTexture2D<float4> _Result;
- SamplerState sampler_LinearClamp;
- CBUFFER_START(cb)
- float4 _Size;
- CBUFFER_END
- // 16x16 pixels with an 8x8 center that we will be blurring writing out. Each uint is two color
- // channels packed together.
- // The reason for separating channels is to reduce bank conflicts in the local data memory
- // controller. A large stride will cause more threads to collide on the same memory bank.
- groupshared uint gs_cacheR[128];
- groupshared uint gs_cacheG[128];
- groupshared uint gs_cacheB[128];
- groupshared uint gs_cacheA[128];
- float4 BlurPixels(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h, float4 i)
- {
- return 0.27343750 * (e )
- + 0.21875000 * (d + f)
- + 0.10937500 * (c + g)
- + 0.03125000 * (b + h)
- + 0.00390625 * (a + i);
- }
- void Store2Pixels(uint index, float4 pixel1, float4 pixel2)
- {
- gs_cacheR[index] = f32tof16(pixel1.r) | f32tof16(pixel2.r) << 16;
- gs_cacheG[index] = f32tof16(pixel1.g) | f32tof16(pixel2.g) << 16;
- gs_cacheB[index] = f32tof16(pixel1.b) | f32tof16(pixel2.b) << 16;
- gs_cacheA[index] = f32tof16(pixel1.a) | f32tof16(pixel2.a) << 16;
- }
- void Load2Pixels(uint index, out float4 pixel1, out float4 pixel2)
- {
- uint rr = gs_cacheR[index];
- uint gg = gs_cacheG[index];
- uint bb = gs_cacheB[index];
- uint aa = gs_cacheA[index];
- pixel1 = float4(f16tof32(rr ), f16tof32(gg ), f16tof32(bb ), f16tof32(aa ));
- pixel2 = float4(f16tof32(rr >> 16), f16tof32(gg >> 16), f16tof32(bb >> 16), f16tof32(aa >> 16));
- }
- void Store1Pixel(uint index, float4 pixel)
- {
- gs_cacheR[index] = asuint(pixel.r);
- gs_cacheG[index] = asuint(pixel.g);
- gs_cacheB[index] = asuint(pixel.b);
- gs_cacheA[index] = asuint(pixel.a);
- }
- void Load1Pixel(uint index, out float4 pixel)
- {
- pixel = asfloat(uint4(gs_cacheR[index], gs_cacheG[index], gs_cacheB[index], gs_cacheA[index]));
- }
- // Blur two pixels horizontally. This reduces LDS reads and pixel unpacking.
- void BlurHorizontally(uint outIndex, uint leftMostIndex)
- {
- float4 s0, s1, s2, s3, s4, s5, s6, s7, s8, s9;
- Load2Pixels(leftMostIndex + 0, s0, s1);
- Load2Pixels(leftMostIndex + 1, s2, s3);
- Load2Pixels(leftMostIndex + 2, s4, s5);
- Load2Pixels(leftMostIndex + 3, s6, s7);
- Load2Pixels(leftMostIndex + 4, s8, s9);
- Store1Pixel(outIndex , BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8));
- Store1Pixel(outIndex + 1, BlurPixels(s1, s2, s3, s4, s5, s6, s7, s8, s9));
- }
- void BlurVertically(uint2 pixelCoord, uint topMostIndex)
- {
- float4 s0, s1, s2, s3, s4, s5, s6, s7, s8;
- Load1Pixel(topMostIndex , s0);
- Load1Pixel(topMostIndex + 8, s1);
- Load1Pixel(topMostIndex + 16, s2);
- Load1Pixel(topMostIndex + 24, s3);
- Load1Pixel(topMostIndex + 32, s4);
- Load1Pixel(topMostIndex + 40, s5);
- Load1Pixel(topMostIndex + 48, s6);
- Load1Pixel(topMostIndex + 56, s7);
- Load1Pixel(topMostIndex + 64, s8);
- float4 blurred = BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8);
- // Write to the final target
- _Result[pixelCoord] = blurred;
- }
- #pragma kernel KMain
- #ifdef DISABLE_COMPUTE_SHADERS
- TRIVIAL_COMPUTE_KERNEL(KMain)
- #else
- [numthreads(8, 8, 1)]
- void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
- {
- // Upper-left pixel coordinate of quad that this thread will read
- int2 threadUL = (groupThreadId << 1) + (groupId << 3) - 4;
- // Downsample the block
- float2 offset = float2(threadUL);
- float4 p00 = _Source.SampleLevel(sampler_LinearClamp, (offset + 0.5) * _Size.zw, 0.0);
- float4 p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0) + 0.5) * _Size.zw, 0.0);
- float4 p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0) + 0.5) * _Size.zw, 0.0);
- float4 p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0) + 0.5) * _Size.zw, 0.0);
- // Store the 4 downsampled pixels in LDS
- uint destIdx = groupThreadId.x + (groupThreadId.y << 4u);
- Store2Pixels(destIdx , p00, p10);
- Store2Pixels(destIdx + 8u, p01, p11);
- GroupMemoryBarrierWithGroupSync();
- // Horizontally blur the pixels in LDS
- uint row = groupThreadId.y << 4u;
- BlurHorizontally(row + (groupThreadId.x << 1u), row + groupThreadId.x + (groupThreadId.x & 4u));
- GroupMemoryBarrierWithGroupSync();
- // Vertically blur the pixels in LDS and write the result to memory
- BlurVertically(dispatchThreadId, (groupThreadId.y << 3u) + groupThreadId.x);
- }
- #endif // DISABLE_COMPUTE_SHADERS
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