157 lines
5.4 KiB
Plaintext
157 lines
5.4 KiB
Plaintext
|
//
|
||
|
// This is a modified version of the BlurCS compute shader from Microsoft's MiniEngine
|
||
|
// library. The copyright notice from the original version is included below.
|
||
|
//
|
||
|
// The original source code of MiniEngine is available on GitHub.
|
||
|
// https://github.com/Microsoft/DirectX-Graphics-Samples
|
||
|
//
|
||
|
|
||
|
//
|
||
|
// Copyright (c) Microsoft. All rights reserved.
|
||
|
// This code is licensed under the MIT License (MIT).
|
||
|
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
|
||
|
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
|
||
|
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
|
||
|
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
|
||
|
//
|
||
|
// Developed by Minigraph
|
||
|
//
|
||
|
// Author: Bob Brown
|
||
|
//
|
||
|
|
||
|
#pragma warning(disable : 3568)
|
||
|
#pragma exclude_renderers gles gles3 d3d11_9x
|
||
|
|
||
|
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
|
||
|
|
||
|
Texture2D<float4> _Source;
|
||
|
RWTexture2D<float4> _Result;
|
||
|
|
||
|
SamplerState sampler_LinearClamp;
|
||
|
|
||
|
CBUFFER_START(cb)
|
||
|
float4 _Size;
|
||
|
CBUFFER_END
|
||
|
|
||
|
// 16x16 pixels with an 8x8 center that we will be blurring writing out. Each uint is two color
|
||
|
// channels packed together.
|
||
|
// The reason for separating channels is to reduce bank conflicts in the local data memory
|
||
|
// controller. A large stride will cause more threads to collide on the same memory bank.
|
||
|
groupshared uint gs_cacheR[128];
|
||
|
groupshared uint gs_cacheG[128];
|
||
|
groupshared uint gs_cacheB[128];
|
||
|
groupshared uint gs_cacheA[128];
|
||
|
|
||
|
float4 BlurPixels(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h, float4 i)
|
||
|
{
|
||
|
return 0.27343750 * (e )
|
||
|
+ 0.21875000 * (d + f)
|
||
|
+ 0.10937500 * (c + g)
|
||
|
+ 0.03125000 * (b + h)
|
||
|
+ 0.00390625 * (a + i);
|
||
|
}
|
||
|
|
||
|
void Store2Pixels(uint index, float4 pixel1, float4 pixel2)
|
||
|
{
|
||
|
gs_cacheR[index] = f32tof16(pixel1.r) | f32tof16(pixel2.r) << 16;
|
||
|
gs_cacheG[index] = f32tof16(pixel1.g) | f32tof16(pixel2.g) << 16;
|
||
|
gs_cacheB[index] = f32tof16(pixel1.b) | f32tof16(pixel2.b) << 16;
|
||
|
gs_cacheA[index] = f32tof16(pixel1.a) | f32tof16(pixel2.a) << 16;
|
||
|
}
|
||
|
|
||
|
void Load2Pixels(uint index, out float4 pixel1, out float4 pixel2)
|
||
|
{
|
||
|
uint rr = gs_cacheR[index];
|
||
|
uint gg = gs_cacheG[index];
|
||
|
uint bb = gs_cacheB[index];
|
||
|
uint aa = gs_cacheA[index];
|
||
|
pixel1 = float4(f16tof32(rr ), f16tof32(gg ), f16tof32(bb ), f16tof32(aa ));
|
||
|
pixel2 = float4(f16tof32(rr >> 16), f16tof32(gg >> 16), f16tof32(bb >> 16), f16tof32(aa >> 16));
|
||
|
}
|
||
|
|
||
|
void Store1Pixel(uint index, float4 pixel)
|
||
|
{
|
||
|
gs_cacheR[index] = asuint(pixel.r);
|
||
|
gs_cacheG[index] = asuint(pixel.g);
|
||
|
gs_cacheB[index] = asuint(pixel.b);
|
||
|
gs_cacheA[index] = asuint(pixel.a);
|
||
|
}
|
||
|
|
||
|
void Load1Pixel(uint index, out float4 pixel)
|
||
|
{
|
||
|
pixel = asfloat(uint4(gs_cacheR[index], gs_cacheG[index], gs_cacheB[index], gs_cacheA[index]));
|
||
|
}
|
||
|
|
||
|
// Blur two pixels horizontally. This reduces LDS reads and pixel unpacking.
|
||
|
void BlurHorizontally(uint outIndex, uint leftMostIndex)
|
||
|
{
|
||
|
float4 s0, s1, s2, s3, s4, s5, s6, s7, s8, s9;
|
||
|
Load2Pixels(leftMostIndex + 0, s0, s1);
|
||
|
Load2Pixels(leftMostIndex + 1, s2, s3);
|
||
|
Load2Pixels(leftMostIndex + 2, s4, s5);
|
||
|
Load2Pixels(leftMostIndex + 3, s6, s7);
|
||
|
Load2Pixels(leftMostIndex + 4, s8, s9);
|
||
|
|
||
|
Store1Pixel(outIndex , BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8));
|
||
|
Store1Pixel(outIndex + 1, BlurPixels(s1, s2, s3, s4, s5, s6, s7, s8, s9));
|
||
|
}
|
||
|
|
||
|
void BlurVertically(uint2 pixelCoord, uint topMostIndex)
|
||
|
{
|
||
|
float4 s0, s1, s2, s3, s4, s5, s6, s7, s8;
|
||
|
Load1Pixel(topMostIndex , s0);
|
||
|
Load1Pixel(topMostIndex + 8, s1);
|
||
|
Load1Pixel(topMostIndex + 16, s2);
|
||
|
Load1Pixel(topMostIndex + 24, s3);
|
||
|
Load1Pixel(topMostIndex + 32, s4);
|
||
|
Load1Pixel(topMostIndex + 40, s5);
|
||
|
Load1Pixel(topMostIndex + 48, s6);
|
||
|
Load1Pixel(topMostIndex + 56, s7);
|
||
|
Load1Pixel(topMostIndex + 64, s8);
|
||
|
|
||
|
float4 blurred = BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8);
|
||
|
|
||
|
// Write to the final target
|
||
|
_Result[pixelCoord] = blurred;
|
||
|
}
|
||
|
|
||
|
#pragma kernel KMain
|
||
|
|
||
|
#ifdef DISABLE_COMPUTE_SHADERS
|
||
|
|
||
|
TRIVIAL_COMPUTE_KERNEL(KMain)
|
||
|
|
||
|
#else
|
||
|
|
||
|
[numthreads(8, 8, 1)]
|
||
|
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
|
||
|
{
|
||
|
// Upper-left pixel coordinate of quad that this thread will read
|
||
|
int2 threadUL = (groupThreadId << 1) + (groupId << 3) - 4;
|
||
|
|
||
|
// Downsample the block
|
||
|
float2 offset = float2(threadUL);
|
||
|
float4 p00 = _Source.SampleLevel(sampler_LinearClamp, (offset + 0.5) * _Size.zw, 0.0);
|
||
|
float4 p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0) + 0.5) * _Size.zw, 0.0);
|
||
|
float4 p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0) + 0.5) * _Size.zw, 0.0);
|
||
|
float4 p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0) + 0.5) * _Size.zw, 0.0);
|
||
|
|
||
|
// Store the 4 downsampled pixels in LDS
|
||
|
uint destIdx = groupThreadId.x + (groupThreadId.y << 4u);
|
||
|
Store2Pixels(destIdx , p00, p10);
|
||
|
Store2Pixels(destIdx + 8u, p01, p11);
|
||
|
|
||
|
GroupMemoryBarrierWithGroupSync();
|
||
|
|
||
|
// Horizontally blur the pixels in LDS
|
||
|
uint row = groupThreadId.y << 4u;
|
||
|
BlurHorizontally(row + (groupThreadId.x << 1u), row + groupThreadId.x + (groupThreadId.x & 4u));
|
||
|
|
||
|
GroupMemoryBarrierWithGroupSync();
|
||
|
|
||
|
// Vertically blur the pixels in LDS and write the result to memory
|
||
|
BlurVertically(dispatchThreadId, (groupThreadId.y << 3u) + groupThreadId.x);
|
||
|
}
|
||
|
|
||
|
#endif // DISABLE_COMPUTE_SHADERS
|