/* =========================================================================== Copyright (C) 2023 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 . =========================================================================== */ // mip-map generation: 8-tap 1D filter #include "../common/mip_gen.hlsli" cbuffer RootConstants { float4 weights; int2 maxSize; int2 scale; int2 offset; uint clampMode; // 0 = repeat uint srcMip; uint dstMip; uint srcTexture; uint dstTexture; } [numthreads(8, 8, 1)] void cs(uint3 id : SV_DispatchThreadID) { RWTexture2D src = ResourceDescriptorHeap[srcTexture]; RWTexture2D dst = ResourceDescriptorHeap[dstTexture]; MipGen_DownSample(dst, src, id, maxSize, clampMode, scale, offset, weights); }