b486678290
Library -Artifacts
76 lines
2.1 KiB
Plaintext
76 lines
2.1 KiB
Plaintext
#pragma warning(disable : 3568)
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#pragma exclude_renderers gles gles3 d3d11_9x
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#define HISTOGRAM_BINS 256
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#define GROUP_SIZE_X 16
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#define GROUP_SIZE_Y 16
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
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RWStructuredBuffer<uint> _HistogramBuffer;
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Texture2D<float4> _Source;
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CBUFFER_START(Params)
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float4 _Params; // x: width, y: height, z: linear, w: channel
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CBUFFER_END
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groupshared uint gs_histogram[HISTOGRAM_BINS];
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#ifdef DISABLE_COMPUTE_SHADERS
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TRIVIAL_COMPUTE_KERNEL(KHistogramGather)
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TRIVIAL_COMPUTE_KERNEL(KHistogramClear)
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#else
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#pragma kernel KHistogramGather
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[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
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void KHistogramGather(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID)
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{
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const uint localThreadId = groupThreadId.y * GROUP_SIZE_X + groupThreadId.x;
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// Clears the shared memory
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if (localThreadId < HISTOGRAM_BINS)
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gs_histogram[localThreadId] = 0u;
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GroupMemoryBarrierWithGroupSync();
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// Gather local group histogram
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if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y))
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{
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float3 color = saturate(_Source[dispatchThreadId].xyz);
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// We want a gamma-corrected histogram (like Photoshop & all)
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if (_Params.z > 0)
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color = LinearToSRGB(color);
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// Convert channel value to histogram bin
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float channel;
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uint c = uint(_Params.w);
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if (c > 2) channel = Luminance(color);
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else channel = color[c];
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uint idx = (uint)(round(channel * 255.0));
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InterlockedAdd(gs_histogram[idx], 1u);
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}
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GroupMemoryBarrierWithGroupSync();
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// Merge everything
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if (localThreadId < HISTOGRAM_BINS)
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InterlockedAdd(_HistogramBuffer[localThreadId], gs_histogram[localThreadId]);
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}
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#pragma kernel KHistogramClear
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[numthreads(GROUP_SIZE_X, 1, 1)]
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void KHistogramClear(uint dispatchThreadId : SV_DispatchThreadID)
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{
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if (dispatchThreadId < HISTOGRAM_BINS)
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_HistogramBuffer[dispatchThreadId] = 0u;
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}
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#endif // DISABLE_COMPUTE_SHADERS
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