cnq3/code/renderer/shaders/crp/mip_2.hlsl

47 lines
1.4 KiB
HLSL

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// 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<float4> src = ResourceDescriptorHeap[srcTexture];
RWTexture2D<float4> dst = ResourceDescriptorHeap[dstTexture];
MipGen_DownSample(dst, src, id, maxSize, clampMode, scale, offset, weights);
}