mirror of
https://bitbucket.org/CPMADevs/cnq3
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66 lines
2.1 KiB
HLSL
66 lines
2.1 KiB
HLSL
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/*
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===========================================================================
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Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// gather depth of field: near-field circle of confusion tile generation
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#include "common.hlsli"
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#include "gatherdof.hlsli"
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cbuffer RootConstants : register(b0)
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{
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uint inputTextureIndex;
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uint outputTextureIndex;
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};
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[numthreads(8, 8, 1)]
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void cs(uint3 dtid : SV_DispatchThreadID, uint3 gid : SV_GroupID, uint3 gtid : SV_GroupThreadID)
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{
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uint2 tcOut = dtid.xy;
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RWTexture2D<float> outputTexture = ResourceDescriptorHeap[outputTextureIndex];
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uint width, height;
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outputTexture.GetDimensions(width, height);
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if(any(dtid.xy >= uint2(width, height)))
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{
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return;
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}
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Texture2D<float> inputTexture = ResourceDescriptorHeap[inputTextureIndex];
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// This loop can read out of bounds in the inputTexture.
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// Each full-res pixel has a corresponding tile pixel, but the reverse isn't always true.
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// Texture.Load is specced to return 0 on OOB accesses.
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// Since we max() the values, zeroes have no effect on the final result.
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uint2 tcInCorner = tcOut * uint2(16, 16);
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float maxCoc = 0.0;
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for(uint y = 0; y < 16; y++)
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{
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for(uint x = 0; x < 16; x++)
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{
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uint2 tcIn = tcInCorner + uint2(x, y);
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float coc = inputTexture.Load(uint3(tcIn.x, tcIn.y, 0));
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maxCoc = max(maxCoc, coc);
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}
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}
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outputTexture[tcOut] = maxCoc;
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}
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