/* =========================================================================== Copyright (C) 2023-2024 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 . =========================================================================== */ // gather depth of field: near-field circle of confusion tile generation #include "common.hlsli" #include "gatherdof.hlsli" cbuffer RootConstants : register(b0) { uint inputTextureIndex; uint outputTextureIndex; }; [numthreads(8, 8, 1)] void cs(uint3 dtid : SV_DispatchThreadID, uint3 gid : SV_GroupID, uint3 gtid : SV_GroupThreadID) { uint2 tcOut = dtid.xy; RWTexture2D outputTexture = ResourceDescriptorHeap[outputTextureIndex]; uint width, height; outputTexture.GetDimensions(width, height); if(any(dtid.xy >= uint2(width, height))) { return; } Texture2D inputTexture = ResourceDescriptorHeap[inputTextureIndex]; // This loop can read out of bounds in the inputTexture. // Each full-res pixel has a corresponding tile pixel, but the reverse isn't always true. // Texture.Load is specced to return 0 on OOB accesses. // Since we max() the values, zeroes have no effect on the final result. uint2 tcInCorner = tcOut * uint2(16, 16); float maxCoc = 0.0; for(uint y = 0; y < 16; y++) { for(uint x = 0; x < 16; x++) { uint2 tcIn = tcInCorner + uint2(x, y); float coc = inputTexture.Load(uint3(tcIn.x, tcIn.y, 0)); maxCoc = max(maxCoc, coc); } } outputTexture[tcOut] = maxCoc; }