mirror of https://github.com/bkaradzic/bgfx
Compute: Rename Write Only suffix _WR to _WO.
This commit is contained in:
parent
0ed3ac95aa
commit
932302d8f4
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@ -5,7 +5,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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IMAGE2D_ARRAY_WR(s_texColor, rgba8, 0);
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IMAGE2D_ARRAY_WO(s_texColor, rgba8, 0);
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uniform vec4 u_time;
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uniform vec4 u_time;
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NUM_THREADS(16, 16, 1)
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NUM_THREADS(16, 16, 1)
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@ -6,7 +6,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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BUFFER_WR(indirectBuffer, uvec4, 0);
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BUFFER_WO(indirectBuffer, uvec4, 0);
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NUM_THREADS(1, 1, 1)
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NUM_THREADS(1, 1, 1)
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void main()
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void main()
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@ -6,8 +6,8 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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BUFFER_WR(prevPositionBuffer, vec4, 0);
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BUFFER_WO(prevPositionBuffer, vec4, 0);
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BUFFER_WR(currPositionBuffer, vec4, 1);
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BUFFER_WO(currPositionBuffer, vec4, 1);
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uint rotl(uint _x, uint _r)
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uint rotl(uint _x, uint _r)
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{
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{
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@ -8,8 +8,8 @@
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BUFFER_RO(prevPositionBuffer, vec4, 0);
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BUFFER_RO(prevPositionBuffer, vec4, 0);
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BUFFER_RO(currPositionBuffer, vec4, 1);
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BUFFER_RO(currPositionBuffer, vec4, 1);
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BUFFER_WR(outPrevPositionBuffer, vec4, 2);
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BUFFER_WO(outPrevPositionBuffer, vec4, 2);
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BUFFER_WR(outCurrPositionBuffer, vec4, 3);
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BUFFER_WO(outCurrPositionBuffer, vec4, 3);
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#define GROUP_SIZE 512
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#define GROUP_SIZE 512
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SHARED vec3 otherEntries[GROUP_SIZE];
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SHARED vec3 otherEntries[GROUP_SIZE];
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@ -6,7 +6,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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SAMPLER2D(s_texOcclusionDepth, 0);
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SAMPLER2D(s_texOcclusionDepth, 0);
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IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
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IMAGE2D_WO(s_texOcclusionDepthOut, r32f, 1);
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uniform vec4 u_inputRTSize;
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uniform vec4 u_inputRTSize;
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@ -6,7 +6,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0);
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IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0);
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IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
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IMAGE2D_WO(s_texOcclusionDepthOut, r32f, 1);
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uniform vec4 u_inputRTSize;
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uniform vec4 u_inputRTSize;
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@ -9,7 +9,7 @@ SAMPLER2D(s_texOcclusionDepth, 0);
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BUFFER_RO(instanceDataIn, vec4, 1);
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BUFFER_RO(instanceDataIn, vec4, 1);
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BUFFER_RW(drawcallInstanceCount, uint, 2);
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BUFFER_RW(drawcallInstanceCount, uint, 2);
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BUFFER_WR(instancePredicates, bool, 3);
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BUFFER_WO(instancePredicates, bool, 3);
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uniform vec4 u_inputRTSize;
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uniform vec4 u_inputRTSize;
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uniform vec4 u_cullingConfig;
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uniform vec4 u_cullingConfig;
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@ -17,7 +17,7 @@ BUFFER_RW(drawcallInstanceCount, uint, 3);
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//drawcall data that will drive drawIndirect
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//drawcall data that will drive drawIndirect
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BUFFER_RW(drawcallData, uvec4, 4);
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BUFFER_RW(drawcallData, uvec4, 4);
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//culled instance data
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//culled instance data
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BUFFER_WR(instanceDataOut, vec4, 5);
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BUFFER_WO(instanceDataOut, vec4, 5);
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uniform vec4 u_cullingConfig;
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uniform vec4 u_cullingConfig;
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@ -6,7 +6,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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NUM_THREADS(8, 8, 1)
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NUM_THREADS(8, 8, 1)
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@ -62,7 +62,7 @@ IMAGE2D_RO(s_normalmapSource, rgba8, 2);
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BUFFER_RO(s_loadCounter, uint, 3);
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BUFFER_RO(s_loadCounter, uint, 3);
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SAMPLER2D(s_importanceMap, 4);
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SAMPLER2D(s_importanceMap, 4);
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IMAGE2D_ARRAY_RO(s_baseSSAO, rg8, 5);
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IMAGE2D_ARRAY_RO(s_baseSSAO, rg8, 5);
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IMAGE2D_ARRAY_WR(s_target, rg8, 6);
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IMAGE2D_ARRAY_WO(s_target, rg8, 6);
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// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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float PackEdges( vec4 edgesLRTB )
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float PackEdges( vec4 edgesLRTB )
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@ -6,7 +6,7 @@
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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BUFFER_WR(s_loadCounter, uint, 0);
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BUFFER_WO(s_loadCounter, uint, 0);
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NUM_THREADS(1, 1, 1)
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NUM_THREADS(1, 1, 1)
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void main()
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void main()
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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// edge-ignorant blur & apply (for the lowest quality level 0)
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// edge-ignorant blur & apply (for the lowest quality level 0)
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_ARRAY_WR(s_target, rg8, 0);
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IMAGE2D_ARRAY_WO(s_target, rg8, 0);
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SAMPLER2DARRAY(s_blurInput, 1);
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SAMPLER2DARRAY(s_blurInput, 1);
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// edge-ignorant blur in x and y directions, 9 pixels touched (for the lowest quality level 0)
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// edge-ignorant blur in x and y directions, 9 pixels touched (for the lowest quality level 0)
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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SAMPLER2DARRAY(s_finalSSAO, 1);
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// edge-ignorant blur & apply, skipping half pixels in checkerboard pattern (for the Lowest quality level 0 and Settings::SkipHalfPixelsOnLowQualityLevel == true )
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// edge-ignorant blur & apply, skipping half pixels in checkerboard pattern (for the Lowest quality level 0 and Settings::SkipHalfPixelsOnLowQualityLevel == true )
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2D(s_importanceMap, 1);
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SAMPLER2D(s_importanceMap, 1);
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// Shaders below only needed for adaptive quality level
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// Shaders below only needed for adaptive quality level
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_WR(s_target, r8, 0);
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IMAGE2D_WO(s_target, r8, 0);
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SAMPLER2D(s_importanceMap, 1);
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SAMPLER2D(s_importanceMap, 1);
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BUFFER_RW(s_loadCounter, uint, 2);
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BUFFER_RW(s_loadCounter, uint, 2);
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@ -11,10 +11,10 @@ IMAGE2D_RO(s_viewspaceDepthSource1, r16f, 1);
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IMAGE2D_RO(s_viewspaceDepthSource2, r16f, 2);
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IMAGE2D_RO(s_viewspaceDepthSource2, r16f, 2);
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IMAGE2D_RO(s_viewspaceDepthSource3, r16f, 3);
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IMAGE2D_RO(s_viewspaceDepthSource3, r16f, 3);
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IMAGE2D_WR(s_target0, r16f, 4);
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IMAGE2D_WO(s_target0, r16f, 4);
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IMAGE2D_WR(s_target1, r16f, 5);
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IMAGE2D_WO(s_target1, r16f, 5);
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IMAGE2D_WR(s_target2, r16f, 6);
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IMAGE2D_WO(s_target2, r16f, 6);
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IMAGE2D_WR(s_target3, r16f, 7);
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IMAGE2D_WO(s_target3, r16f, 7);
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// calculate effect radius and fit our screen sampling pattern inside it
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// calculate effect radius and fit our screen sampling pattern inside it
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void CalculateRadiusParameters( const float pixCenterLength, const vec2 pixelDirRBViewspaceSizeAtCenterZ, out float pixLookupRadiusMod, out float effectRadius, out float falloffCalcMulSq )
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void CalculateRadiusParameters( const float pixCenterLength, const vec2 pixelDirRBViewspaceSizeAtCenterZ, out float pixLookupRadiusMod, out float effectRadius, out float falloffCalcMulSq )
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SAMPLER2D(s_depthSource, 0);
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SAMPLER2D(s_depthSource, 0);
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IMAGE2D_WR(s_target0, r16f, 1);
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IMAGE2D_WO(s_target0, r16f, 1);
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IMAGE2D_WR(s_target1, r16f, 2);
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IMAGE2D_WO(s_target1, r16f, 2);
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IMAGE2D_WR(s_target2, r16f, 3);
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IMAGE2D_WO(s_target2, r16f, 3);
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IMAGE2D_WR(s_target3, r16f, 4);
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IMAGE2D_WO(s_target3, r16f, 4);
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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{
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SAMPLER2D(s_depthSource, 0);
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SAMPLER2D(s_depthSource, 0);
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IMAGE2D_WR(s_target0, r16f, 1);
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IMAGE2D_WO(s_target0, r16f, 1);
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IMAGE2D_WR(s_target1, r16f, 2);
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IMAGE2D_WO(s_target1, r16f, 2);
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IMAGE2D_WR(s_target2, r16f, 3);
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IMAGE2D_WO(s_target2, r16f, 3);
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IMAGE2D_WR(s_target3, r16f, 4);
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IMAGE2D_WO(s_target3, r16f, 4);
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IMAGE2D_WR(s_normalsOutputUAV, rgba8, 5);
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IMAGE2D_WO(s_normalsOutputUAV, rgba8, 5);
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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{
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SAMPLER2D(s_depthSource, 0);
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SAMPLER2D(s_depthSource, 0);
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IMAGE2D_WR(s_target0, r16f, 1);
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IMAGE2D_WO(s_target0, r16f, 1);
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IMAGE2D_WR(s_target1, r16f, 2);
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IMAGE2D_WO(s_target1, r16f, 2);
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IMAGE2D_WR(s_normalsOutputUAV, rgba8, 5);
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IMAGE2D_WO(s_normalsOutputUAV, rgba8, 5);
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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{
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#include "uniforms.sh"
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#include "uniforms.sh"
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SAMPLER2D(s_depthSource, 0);
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SAMPLER2D(s_depthSource, 0);
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IMAGE2D_WR(s_target0, r16f, 1);
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IMAGE2D_WO(s_target0, r16f, 1);
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IMAGE2D_WR(s_target1, r16f, 2);
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IMAGE2D_WO(s_target1, r16f, 2);
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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{
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_ARRAY_WR(s_target, rg8, 0);
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IMAGE2D_ARRAY_WO(s_target, rg8, 0);
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SAMPLER2DARRAY(s_blurInput, 1);
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SAMPLER2DARRAY(s_blurInput, 1);
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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#include "bgfx_compute.sh"
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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#include "uniforms.sh"
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IMAGE2D_ARRAY_WR(s_target, rg8, 0);
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IMAGE2D_ARRAY_WO(s_target, rg8, 0);
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SAMPLER2DARRAY(s_blurInput, 1);
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SAMPLER2DARRAY(s_blurInput, 1);
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
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#include "uniforms.sh"
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#include "uniforms.sh"
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BUFFER_WR(u_SubdBufferOut, uint, 1);
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BUFFER_WO(u_SubdBufferOut, uint, 1);
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BUFFER_RW(u_CulledSubdBuffer, uint, 2);
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BUFFER_RW(u_CulledSubdBuffer, uint, 2);
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BUFFER_RW(indirectBuffer, uvec4, 3);
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BUFFER_RW(indirectBuffer, uvec4, 3);
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BUFFER_RW(atomicCounterBuffer, uint, 4);
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BUFFER_RW(atomicCounterBuffer, uint, 4);
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BUFFER_WR(u_SubdBufferIn, uint, 8);
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BUFFER_WO(u_SubdBufferIn, uint, 8);
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NUM_THREADS(1u, 1u, 1u)
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NUM_THREADS(1u, 1u, 1u)
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void main()
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void main()
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#if SAMPLE_SLOW_FALLBACK
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#if SAMPLE_SLOW_FALLBACK
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#include "ffx_a.h"
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# include "ffx_a.h"
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SAMPLER2D(InputTexture, 0);
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SAMPLER2D(InputTexture, 0);
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IMAGE2D_WR(OutputTexture, rgba32f, 1);
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IMAGE2D_WO(OutputTexture, rgba32f, 1);
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#if SAMPLE_EASU
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# if SAMPLE_EASU
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#define FSR_EASU_F 1
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#define FSR_EASU_F 1
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AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
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AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
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#endif
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# endif
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#if SAMPLE_RCAS
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# if SAMPLE_RCAS
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#define FSR_RCAS_F
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#define FSR_RCAS_F
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#endif
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# endif
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#else
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#else
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#define A_HALF
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# define A_HALF
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#include "ffx_a.h"
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# include "ffx_a.h"
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SAMPLER2D(InputTexture, 0);
|
SAMPLER2D(InputTexture, 0);
|
||||||
IMAGE2D_WR(OutputTexture, rgba16f, 1);
|
IMAGE2D_WO(OutputTexture, rgba16f, 1);
|
||||||
#if SAMPLE_EASU
|
# if SAMPLE_EASU
|
||||||
#define FSR_EASU_H 1
|
#define FSR_EASU_H 1
|
||||||
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
|
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
|
||||||
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
|
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
|
||||||
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
|
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
|
||||||
#endif
|
# endif
|
||||||
#if SAMPLE_RCAS
|
# if SAMPLE_RCAS
|
||||||
#define FSR_RCAS_H
|
#define FSR_RCAS_H
|
||||||
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
|
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
|
||||||
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
|
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
|
||||||
#endif
|
# endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "ffx_fsr1.h"
|
#include "ffx_fsr1.h"
|
||||||
|
@ -61,38 +61,40 @@ uniform vec4 u_params[3];
|
||||||
void CurrFilter(AU2 pos, AU4 Const0, AU4 Const1, AU4 Const2, AU4 Const3, AU4 Sample)
|
void CurrFilter(AU2 pos, AU4 Const0, AU4 Const1, AU4 Const2, AU4 Const3, AU4 Sample)
|
||||||
{
|
{
|
||||||
#if SAMPLE_BILINEAR
|
#if SAMPLE_BILINEAR
|
||||||
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
|
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
|
||||||
imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
|
imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if SAMPLE_EASU
|
#if SAMPLE_EASU
|
||||||
#if SAMPLE_SLOW_FALLBACK
|
# if SAMPLE_SLOW_FALLBACK
|
||||||
AF3 c;
|
AF3 c;
|
||||||
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
|
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
|
||||||
if( Sample.x == 1 )
|
if( Sample.x == 1 )
|
||||||
c *= c;
|
c *= c;
|
||||||
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
||||||
#else
|
# else
|
||||||
AH3 c;
|
AH3 c;
|
||||||
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
|
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
|
||||||
if( Sample.x == 1 )
|
if( Sample.x == 1 )
|
||||||
c *= c;
|
c *= c;
|
||||||
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
||||||
#endif
|
# endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if SAMPLE_RCAS
|
#if SAMPLE_RCAS
|
||||||
#if SAMPLE_SLOW_FALLBACK
|
# if SAMPLE_SLOW_FALLBACK
|
||||||
AF3 c;
|
AF3 c;
|
||||||
FsrRcasF(c.r, c.g, c.b, pos, Const0);
|
FsrRcasF(c.r, c.g, c.b, pos, Const0);
|
||||||
if( Sample.x == 1 )
|
if( Sample.x == 1 )
|
||||||
c *= c;
|
c *= c;
|
||||||
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
||||||
#else
|
# else
|
||||||
AH3 c;
|
AH3 c;
|
||||||
FsrRcasH(c.r, c.g, c.b, pos, Const0);
|
FsrRcasH(c.r, c.g, c.b, pos, Const0);
|
||||||
if( Sample.x == 1 )
|
if( Sample.x == 1 )
|
||||||
c *= c;
|
c *= c;
|
||||||
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
||||||
#endif
|
# endif
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -108,20 +110,20 @@ void main()
|
||||||
SrcSize.x, SrcSize.y, // The size of the input image.
|
SrcSize.x, SrcSize.y, // The size of the input image.
|
||||||
DstSize.x, DstSize.y); // The output resolution.
|
DstSize.x, DstSize.y); // The output resolution.
|
||||||
Sample.x = 0; // no HDR output
|
Sample.x = 0; // no HDR output
|
||||||
#endif
|
#endif // SAMPLE_EASU || SAMPLE_BILINEAR
|
||||||
|
|
||||||
#if SAMPLE_RCAS
|
#if SAMPLE_RCAS
|
||||||
FsrRcasCon(Const0, ViewportSizeRcasAttenuation.z);
|
FsrRcasCon(Const0, ViewportSizeRcasAttenuation.z);
|
||||||
Sample.x = 0; // no HDR output
|
Sample.x = 0; // no HDR output
|
||||||
#endif
|
#endif // SAMPLE_RCAS
|
||||||
|
|
||||||
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
|
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
|
||||||
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
|
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
|
||||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||||
gxy.x += 8u;
|
gxy.x += 8u;
|
||||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||||
gxy.y += 8u;
|
gxy.y += 8u;
|
||||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||||
gxy.x -= 8u;
|
gxy.x -= 8u;
|
||||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -9,10 +9,10 @@
|
||||||
BUFFER_RO(instanceDataIn, vec4, 0);
|
BUFFER_RO(instanceDataIn, vec4, 0);
|
||||||
|
|
||||||
// Output
|
// Output
|
||||||
BUFFER_WR(indirectBuffer, uvec4, 1);
|
BUFFER_WO(indirectBuffer, uvec4, 1);
|
||||||
BUFFER_WR(instanceBufferOut, vec4, 2);
|
BUFFER_WO(instanceBufferOut, vec4, 2);
|
||||||
#ifdef INDIRECT_COUNT
|
#ifdef INDIRECT_COUNT
|
||||||
BUFFER_WR(indirectCountBuffer, int, 3);
|
BUFFER_WO(indirectCountBuffer, int, 3);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
uniform vec4 u_drawParams;
|
uniform vec4 u_drawParams;
|
||||||
|
|
|
@ -32,22 +32,22 @@
|
||||||
#define readwrite
|
#define readwrite
|
||||||
#define IMAGE2D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readonly)
|
#define IMAGE2D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readonly)
|
||||||
#define UIMAGE2D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readonly)
|
#define UIMAGE2D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readonly)
|
||||||
#define IMAGE2D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, writeonly)
|
#define IMAGE2D_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, writeonly)
|
||||||
#define UIMAGE2D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, writeonly)
|
#define UIMAGE2D_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, writeonly)
|
||||||
#define IMAGE2D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readwrite)
|
#define IMAGE2D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readwrite)
|
||||||
#define UIMAGE2D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readwrite)
|
#define UIMAGE2D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readwrite)
|
||||||
|
|
||||||
#define IMAGE2D_ARRAY_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readonly)
|
#define IMAGE2D_ARRAY_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readonly)
|
||||||
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readonly)
|
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readonly)
|
||||||
#define IMAGE2D_ARRAY_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, writeonly)
|
#define IMAGE2D_ARRAY_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, writeonly)
|
||||||
#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, writeonly)
|
#define UIMAGE2D_ARRAY_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, writeonly)
|
||||||
#define IMAGE2D_ARRAY_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readwrite)
|
#define IMAGE2D_ARRAY_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readwrite)
|
||||||
#define UIMAGE2D_ARRAY_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readwrite)
|
#define UIMAGE2D_ARRAY_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readwrite)
|
||||||
|
|
||||||
#define IMAGE3D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readonly)
|
#define IMAGE3D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readonly)
|
||||||
#define UIMAGE3D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readonly)
|
#define UIMAGE3D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readonly)
|
||||||
#define IMAGE3D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, writeonly)
|
#define IMAGE3D_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, writeonly)
|
||||||
#define UIMAGE3D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, writeonly)
|
#define UIMAGE3D_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, writeonly)
|
||||||
#define IMAGE3D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readwrite)
|
#define IMAGE3D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readwrite)
|
||||||
#define UIMAGE3D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readwrite)
|
#define UIMAGE3D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readwrite)
|
||||||
|
|
||||||
|
@ -59,7 +59,7 @@
|
||||||
|
|
||||||
#define BUFFER_RO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readonly)
|
#define BUFFER_RO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readonly)
|
||||||
#define BUFFER_RW(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readwrite)
|
#define BUFFER_RW(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readwrite)
|
||||||
#define BUFFER_WR(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
|
#define BUFFER_WO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
|
||||||
|
|
||||||
#define NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in;
|
#define NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in;
|
||||||
|
|
||||||
|
@ -99,10 +99,10 @@
|
||||||
|
|
||||||
#define UIMAGE2D_RO(_name, _format, _reg) IMAGE2D_RO(_name, _format, _reg)
|
#define UIMAGE2D_RO(_name, _format, _reg) IMAGE2D_RO(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE2D_WR( _name, _format, _reg) \
|
#define IMAGE2D_WO( _name, _format, _reg) \
|
||||||
WRITEONLY FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
WRITEONLY FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
||||||
|
|
||||||
#define UIMAGE2D_WR(_name, _format, _reg) IMAGE2D_WR(_name, _format, _reg)
|
#define UIMAGE2D_WO(_name, _format, _reg) IMAGE2D_WO(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE2D_RW( _name, _format, _reg) \
|
#define IMAGE2D_RW( _name, _format, _reg) \
|
||||||
FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
||||||
|
@ -114,10 +114,10 @@
|
||||||
|
|
||||||
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) IMAGE2D_ARRAY_RO(_name, _format, _reg)
|
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) IMAGE2D_ARRAY_RO(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE2D_ARRAY_WR( _name, _format, _reg) \
|
#define IMAGE2D_ARRAY_WO( _name, _format, _reg) \
|
||||||
WRITEONLY FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
WRITEONLY FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
||||||
|
|
||||||
#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) IMAGE2D_ARRAY_WR(_name, _format, _reg)
|
#define UIMAGE2D_ARRAY_WO(_name, _format, _reg) IMAGE2D_ARRAY_WO(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE2D_ARRAY_RW(_name, _format, _reg) \
|
#define IMAGE2D_ARRAY_RW(_name, _format, _reg) \
|
||||||
FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
||||||
|
@ -129,10 +129,10 @@
|
||||||
|
|
||||||
#define UIMAGE3D_RO(_name, _format, _reg) IMAGE3D_RO(_name, _format, _reg)
|
#define UIMAGE3D_RO(_name, _format, _reg) IMAGE3D_RO(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE3D_WR( _name, _format, _reg) \
|
#define IMAGE3D_WO( _name, _format, _reg) \
|
||||||
WRITEONLY FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg);
|
WRITEONLY FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg);
|
||||||
|
|
||||||
#define UIMAGE3D_WR(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
|
#define UIMAGE3D_WO(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
|
||||||
|
|
||||||
#define IMAGE3D_RW( _name, _format, _reg) \
|
#define IMAGE3D_RW( _name, _format, _reg) \
|
||||||
FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg); \
|
||||||
|
@ -142,11 +142,11 @@
|
||||||
#if BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV
|
#if BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV
|
||||||
#define BUFFER_RO(_name, _struct, _reg) StructuredBuffer<_struct> _name : REGISTER(t, _reg)
|
#define BUFFER_RO(_name, _struct, _reg) StructuredBuffer<_struct> _name : REGISTER(t, _reg)
|
||||||
#define BUFFER_RW(_name, _struct, _reg) RWStructuredBuffer <_struct> _name : REGISTER(u, _reg)
|
#define BUFFER_RW(_name, _struct, _reg) RWStructuredBuffer <_struct> _name : REGISTER(u, _reg)
|
||||||
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
|
#define BUFFER_WO(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
|
||||||
#else
|
#else
|
||||||
#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : REGISTER(t, _reg)
|
#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : REGISTER(t, _reg)
|
||||||
#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : REGISTER(u, _reg)
|
#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : REGISTER(u, _reg)
|
||||||
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
|
#define BUFFER_WO(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
|
#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
|
||||||
|
|
Loading…
Reference in New Issue