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

65 lines
2.1 KiB
HLSL

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// 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<float> outputTexture = ResourceDescriptorHeap[outputTextureIndex];
uint width, height;
outputTexture.GetDimensions(width, height);
if(any(dtid.xy >= uint2(width, height)))
{
return;
}
Texture2D<float> 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;
}