bgfx/examples/37-gpudrivenrendering/cs_gdr_downscale_hi_z.sc

48 lines
1.3 KiB
Scala

/*
* Copyright 2018 Kostas Anagnostou. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "bgfx_compute.sh"
IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0);
IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
uniform vec4 u_inputRTSize;
NUM_THREADS(16, 16, 1)
void main()
{
// this shader can be used to both copy a mip over to the output and downscale it.
ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
if (all(lessThan(coord.xy, u_inputRTSize.xy) ) )
{
float maxDepth = 1.0;
if (u_inputRTSize.z > 1)
{
vec4 depths = vec4(
imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy ) ).x
, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 0.0) ) ).x
, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(0.0, 1.0) ) ).x
, imageLoad(s_texOcclusionDepthIn, ivec2(u_inputRTSize.zw * coord.xy + ivec2(1.0, 1.0) ) ).x
);
// find and return max depth
maxDepth = max(
max(depths.x, depths.y)
, max(depths.z, depths.w)
);
}
else
{
// do not downscale, just copy the value over to the output rendertarget
maxDepth = imageLoad(s_texOcclusionDepthIn, coord.xy).x;
}
imageStore(s_texOcclusionDepthOut, coord, vec4(maxDepth,0,0,1) );
}
}