rafx-api 0.0.16

Rendering framework built on an extensible asset pipeline
Documentation
//
// 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:  James Stanard
//

#define Common_RootSig \
    "RootFlags(0)," \
    "RootConstants(b0, num32BitConstants = 4)," \
    "DescriptorTable(SRV(t0, numDescriptors = 1))," \
    "DescriptorTable(UAV(u0, numDescriptors = 4))," \
    "StaticSampler(s0," \
        "addressU = TEXTURE_ADDRESS_CLAMP," \
        "addressV = TEXTURE_ADDRESS_CLAMP," \
        "addressW = TEXTURE_ADDRESS_CLAMP," \
        "filter = FILTER_MIN_MAG_MIP_LINEAR),"


#ifndef NON_POWER_OF_TWO
#define NON_POWER_OF_TWO 0
#endif

RWTexture2D<float4> OutMip1 : register(u0);
RWTexture2D<float4> OutMip2 : register(u1);
RWTexture2D<float4> OutMip3 : register(u2);
RWTexture2D<float4> OutMip4 : register(u3);
Texture2D<float4> SrcMip : register(t0);
SamplerState BilinearClamp : register(s0);

cbuffer CB0 : register(b0)
{
    // Texture level of source mip
    uint SrcMipLevel;
    // upper 16-bits: if non-zero, apply SRGB curve
    // lower 16-bits: number of OutMips to write: [1, 4]
    uint Packed_IsSrgb_NumMipLevels;
    // 1.0 / OutMip1.Dimensions
    float2 TexelSize;
}

// 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 float gs_R[64];
groupshared float gs_G[64];
groupshared float gs_B[64];
groupshared float gs_A[64];

void StoreColor( uint Index, float4 Color )
{
    gs_R[Index] = Color.r;
    gs_G[Index] = Color.g;
    gs_B[Index] = Color.b;
    gs_A[Index] = Color.a;
}

float4 LoadColor( uint Index )
{
    return float4( gs_R[Index], gs_G[Index], gs_B[Index], gs_A[Index]);
}

float3 ApplySRGBCurve(float3 x)
{
    // This is exactly the sRGB curve
    //return x < 0.0031308 ? 12.92 * x : 1.055 * pow(abs(x), 1.0 / 2.4) - 0.055;

    // This is cheaper but nearly equivalent
    return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(abs(x - 0.00228)) - 0.13448 * x + 0.005719;
}

float4 PackColor(float4 Linear, bool convert_to_srgb)
{
#if 0
#ifdef CONVERT_TO_SRGB
    return float4(ApplySRGBCurve(Linear.rgb), Linear.a);
#else
    return Linear;
#endif
#endif

    if (convert_to_srgb) {
        return float4(ApplySRGBCurve(Linear.rgb), Linear.a);
    } else {
        return Linear;
    }
}

[RootSignature(Common_RootSig)]
[numthreads( 8, 8, 1 )]
void main( uint GI : SV_GroupIndex, uint3 DTid : SV_DispatchThreadID )
{
    bool is_srgb = ((Packed_IsSrgb_NumMipLevels & 0xFFFF0000) != 0);
    uint NumMipLevels = Packed_IsSrgb_NumMipLevels & 0x0000FFFF;

    // One bilinear sample is insufficient when scaling down by more than 2x.
    // You will slightly undersample in the case where the source dimension
    // is odd.  This is why it's a really good idea to only generate mips on
    // power-of-two sized textures.  Trying to handle the undersampling case
    // will force this shader to be slower and more complicated as it will
    // have to take more source texture samples.
#if NON_POWER_OF_TWO == 0
    float2 UV = TexelSize * (DTid.xy + 0.5);
    float4 Src1 = SrcMip.SampleLevel(BilinearClamp, UV, SrcMipLevel);
#elif NON_POWER_OF_TWO == 1
    // > 2:1 in X dimension
    // Use 2 bilinear samples to guarantee we don't undersample when downsizing by more than 2x
    // horizontally.
    float2 UV1 = TexelSize * (DTid.xy + float2(0.25, 0.5));
    float2 Off = TexelSize * float2(0.5, 0.0);
    float4 Src1 = 0.5 * (SrcMip.SampleLevel(BilinearClamp, UV1, SrcMipLevel) +
        SrcMip.SampleLevel(BilinearClamp, UV1 + Off, SrcMipLevel));
#elif NON_POWER_OF_TWO == 2
    // > 2:1 in Y dimension
    // Use 2 bilinear samples to guarantee we don't undersample when downsizing by more than 2x
    // vertically.
    float2 UV1 = TexelSize * (DTid.xy + float2(0.5, 0.25));
    float2 Off = TexelSize * float2(0.0, 0.5);
    float4 Src1 = 0.5 * (SrcMip.SampleLevel(BilinearClamp, UV1, SrcMipLevel) +
        SrcMip.SampleLevel(BilinearClamp, UV1 + Off, SrcMipLevel));
#elif NON_POWER_OF_TWO == 3
    // > 2:1 in in both dimensions
    // Use 4 bilinear samples to guarantee we don't undersample when downsizing by more than 2x
    // in both directions.
    float2 UV1 = TexelSize * (DTid.xy + float2(0.25, 0.25));
    float2 O = TexelSize * 0.5;
    float4 Src1 = SrcMip.SampleLevel(BilinearClamp, UV1, SrcMipLevel);
    Src1 += SrcMip.SampleLevel(BilinearClamp, UV1 + float2(O.x, 0.0), SrcMipLevel);
    Src1 += SrcMip.SampleLevel(BilinearClamp, UV1 + float2(0.0, O.y), SrcMipLevel);
    Src1 += SrcMip.SampleLevel(BilinearClamp, UV1 + float2(O.x, O.y), SrcMipLevel);
    Src1 *= 0.25;
#endif

    OutMip1[DTid.xy] = PackColor(Src1, is_srgb);

    // A scalar (constant) branch can exit all threads coherently.
    if (NumMipLevels == 1)
        return;

    // Without lane swizzle operations, the only way to share data with other
    // threads is through LDS.
    StoreColor(GI, Src1);

    // This guarantees all LDS writes are complete and that all threads have
    // executed all instructions so far (and therefore have issued their LDS
    // write instructions.)
    GroupMemoryBarrierWithGroupSync();

    // With low three bits for X and high three bits for Y, this bit mask
    // (binary: 001001) checks that X and Y are even.
    if ((GI & 0x9) == 0)
    {
        float4 Src2 = LoadColor(GI + 0x01);
        float4 Src3 = LoadColor(GI + 0x08);
        float4 Src4 = LoadColor(GI + 0x09);
        Src1 = 0.25 * (Src1 + Src2 + Src3 + Src4);

        OutMip2[DTid.xy / 2] = PackColor(Src1, is_srgb);
        StoreColor(GI, Src1);
    }

    if (NumMipLevels == 2)
        return;

    GroupMemoryBarrierWithGroupSync();

    // This bit mask (binary: 011011) checks that X and Y are multiples of four.
    if ((GI & 0x1B) == 0)
    {
        float4 Src2 = LoadColor(GI + 0x02);
        float4 Src3 = LoadColor(GI + 0x10);
        float4 Src4 = LoadColor(GI + 0x12);
        Src1 = 0.25 * (Src1 + Src2 + Src3 + Src4);

        OutMip3[DTid.xy / 4] = PackColor(Src1, is_srgb);
        StoreColor(GI, Src1);
    }

    if (NumMipLevels == 3)
        return;

    GroupMemoryBarrierWithGroupSync();

    // This bit mask would be 111111 (X & Y multiples of 8), but only one
    // thread fits that criteria.
    if (GI == 0)
    {
        float4 Src2 = LoadColor(GI + 0x04);
        float4 Src3 = LoadColor(GI + 0x20);
        float4 Src4 = LoadColor(GI + 0x24);
        Src1 = 0.25 * (Src1 + Src2 + Src3 + Src4);

        OutMip4[DTid.xy / 8] = PackColor(Src1, is_srgb);
    }
}