/*
===========================================================================
Copyright (C) 2019 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see .
===========================================================================
*/
// 8-tap 1D filter compute shader
Texture2D src : register(t0);
RWTexture2D dst : register(u0);
cbuffer Constants : register(b0)
{
float4 weights;
int2 maxSize;
int2 scale;
int2 offset;
uint clampMode; // 0 = repeat
uint dummy;
}
uint2 FixCoords(int2 c)
{
if(clampMode > 0)
{
// clamp
return uint2(clamp(c, int2(0, 0), maxSize));
}
// repeat
return uint2(c & maxSize);
}
[numthreads(8, 8, 1)]
void cs_main(uint3 id : SV_DispatchThreadID)
{
int2 base = int2(id.xy) * scale;
float4 r = float4(0, 0, 0, 0);
r += src[FixCoords(base - offset * 3)] * weights.x;
r += src[FixCoords(base - offset * 2)] * weights.y;
r += src[FixCoords(base - offset * 1)] * weights.z;
r += src[ base ] * weights.w;
r += src[ base + offset ] * weights.w;
r += src[FixCoords(base + offset * 2)] * weights.z;
r += src[FixCoords(base + offset * 3)] * weights.y;
r += src[FixCoords(base + offset * 4)] * weights.x;
dst[id.xy] = r;
}