cnq3/code/renderer/hlsl/mip_2.hlsl
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

74 lines
2 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
cbuffer RootConstants
{
float4 weights;
int2 maxSize;
int2 scale;
int2 offset;
uint clampMode; // 0 = repeat
uint srcMip;
uint dstMip;
}
RWTexture2D<float4> mips[2] : register(u0);
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(uint3 id : SV_DispatchThreadID)
{
RWTexture2D<float4> src = mips[srcMip];
RWTexture2D<float4> dst = mips[dstMip];
// @TODO: is this actually required?
uint w, h;
dst.GetDimensions(w, h);
if(any(id.xy >= uint2(w, h)))
{
return;
}
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;
}