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<renderpath> | ||
<rendertarget name="light" sizedivisor="1 1" format="rgba" /> | ||
<rendertarget name="normal" sizedivisor="1 1" format="rgba" /> | ||
<rendertarget name="depth" sizedivisor="1 1" format="lineardepth" /> | ||
<command type="clear" color="fog" depth="1.0" stencil="0" /> | ||
<command type="quad" vs="CopyFramebuffer" ps="CopyFramebuffer" > | ||
<texture unit="diffuse" name="Textures/HeightMap.png" /> | ||
</command> | ||
<command type="compute" tag="basic" groups="1024 1 1" cs="BasicCompute" /> | ||
<command type="event" tag="event" /> | ||
</renderpath> |
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Source/Work/WorkTests/Data/CS/Shaders/HLSL/BasicCompute.hlsl
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// Urho3D adaptation on the Microsoft basic compute example (MIT licensed): | ||
// https://github.com/walbourn/directx-sdk-samples/tree/master/BasicCompute11 | ||
// https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 | ||
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//-------------------------------------------------------------------------------------- | ||
// File: BasicCompute.hlsl | ||
// | ||
// This file contains the Compute Shader to perform array A + array B | ||
// | ||
// Copyright (c) Microsoft Corporation. All rights reserved. | ||
//-------------------------------------------------------------------------------------- | ||
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#ifdef USE_STRUCTURED_BUFFERS | ||
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struct BufType | ||
{ | ||
int i; | ||
float f; | ||
#ifdef TEST_DOUBLE | ||
double d; | ||
#endif | ||
}; | ||
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StructuredBuffer<BufType> Buffer0 : register(t0); | ||
StructuredBuffer<BufType> Buffer1 : register(t1); | ||
RWStructuredBuffer<BufType> BufferOut : register(u0); | ||
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[numthreads(1, 1, 1)] | ||
void CS( uint3 DTid : SV_DispatchThreadID ) | ||
{ | ||
BufferOut[DTid.x].i = Buffer0[DTid.x].i + Buffer1[DTid.x].i; | ||
BufferOut[DTid.x].f = Buffer0[DTid.x].f + Buffer1[DTid.x].f; | ||
#ifdef TEST_DOUBLE | ||
BufferOut[DTid.x].d = Buffer0[DTid.x].d + Buffer1[DTid.x].d; | ||
#endif | ||
} | ||
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#else // The following code is for raw buffers | ||
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ByteAddressBuffer Buffer0 : register(t0); | ||
ByteAddressBuffer Buffer1 : register(t1); | ||
RWByteAddressBuffer BufferOut : register(u0); | ||
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[numthreads(1, 1, 1)] | ||
void CS( uint3 DTid : SV_DispatchThreadID ) | ||
{ | ||
#ifdef TEST_DOUBLE | ||
int i0 = asint( Buffer0.Load( DTid.x*16 ) ); | ||
float f0 = asfloat( Buffer0.Load( DTid.x*16+4 ) ); | ||
double d0 = asdouble( Buffer0.Load( DTid.x*16+8 ), Buffer0.Load( DTid.x*16+12 ) ); | ||
int i1 = asint( Buffer1.Load( DTid.x*16 ) ); | ||
float f1 = asfloat( Buffer1.Load( DTid.x*16+4 ) ); | ||
double d1 = asdouble( Buffer1.Load( DTid.x*16+8 ), Buffer1.Load( DTid.x*16+12 ) ); | ||
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BufferOut.Store( DTid.x*16, asuint(i0 + i1) ); | ||
BufferOut.Store( DTid.x*16+4, asuint(f0 + f1) ); | ||
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uint dl, dh; | ||
asuint( d0 + d1, dl, dh ); | ||
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BufferOut.Store( DTid.x*16+8, dl ); | ||
BufferOut.Store( DTid.x*16+12, dh ); | ||
#else | ||
int i0 = asint( Buffer0.Load( DTid.x*8 ) ); | ||
float f0 = asfloat( Buffer0.Load( DTid.x*8+4 ) ); | ||
int i1 = asint( Buffer1.Load( DTid.x*8 ) ); | ||
float f1 = asfloat( Buffer1.Load( DTid.x*8+4 ) ); | ||
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BufferOut.Store( DTid.x*8, asuint(i0 + i1) ); | ||
BufferOut.Store( DTid.x*8+4, asuint(f0 + f1) ); | ||
#endif // TEST_DOUBLE | ||
} | ||
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#endif // USE_STRUCTURED_BUFFERS |
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The MIT License (MIT) | ||
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Copyright (c) 2016 Microsoft Corp | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy of this | ||
software and associated documentation files (the "Software"), to deal in the Software | ||
without restriction, including without limitation the rights to use, copy, modify, | ||
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to | ||
permit persons to whom the Software is furnished to do so, subject to the following | ||
conditions: | ||
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The above copyright notice and this permission notice shall be included in all copies | ||
or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | ||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A | ||
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | ||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF | ||
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE | ||
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
|
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<renderpath> | ||
<command type="event" cs="Circles" output=""> | ||
<texture unit="diffuse" name="viewport" /> | ||
</command> | ||
<command type="quad" vs="CopyFramebuffer" ps="CopyFramebuffer" output="viewport"> | ||
<texture unit="diffuse" name="viewport" /> | ||
</command> | ||
</renderpath> |
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// | ||
// Adaptation for Urho3D of "Compute Shader Filters" by Marco Alamia: | ||
// http://www.codinglabs.net/tutorial_compute_shaders_filters.aspx | ||
// | ||
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struct Pixel | ||
{ | ||
int colour; | ||
}; | ||
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StructuredBuffer<Pixel> Buffer0 : register(t0); | ||
RWStructuredBuffer<Pixel> BufferOut : register(u0); | ||
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cbuffer CustomUB : register(b0) | ||
{ | ||
float4 cCircleColor; | ||
} | ||
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float4 readPixel(int x, int y) | ||
{ | ||
float4 output; | ||
uint index = (x + y * 1024); | ||
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output.x = (float)(((Buffer0[index].colour ) & 0x000000ff) ) / 255.0f; | ||
output.y = (float)(((Buffer0[index].colour ) & 0x0000ff00) >> 8 ) / 255.0f; | ||
output.z = (float)(((Buffer0[index].colour ) & 0x00ff0000) >> 16) / 255.0f; | ||
output.w = (float)(((Buffer0[index].colour ) & 0xff000000) >> 24) / 255.0f; | ||
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return output; | ||
} | ||
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float4 readOutputPixel(int x, int y) | ||
{ | ||
float4 output; | ||
uint index = (x + y * 1024); | ||
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output.x = (float)(((BufferOut[index].colour ) & 0x000000ff) ) / 255.0f; | ||
output.y = (float)(((BufferOut[index].colour ) & 0x0000ff00) >> 8 ) / 255.0f; | ||
output.z = (float)(((BufferOut[index].colour ) & 0x00ff0000) >> 16) / 255.0f; | ||
output.w = (float)(((BufferOut[index].colour ) & 0xff000000) >> 24) / 255.0f; | ||
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return output; | ||
} | ||
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void writeToPixel(int x, int y, float4 colour) | ||
{ | ||
uint index = (x + y * 1024); | ||
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int ired = (int)(clamp(colour.r,0,1) * 255); | ||
int igreen = (int)(clamp(colour.g,0,1) * 255) << 8; | ||
int iblue = (int)(clamp(colour.b,0,1) * 255) << 16; | ||
int ialpha = (int)(clamp(colour.a,0,1) * 255) << 24; | ||
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BufferOut[index].colour = ired + igreen + iblue + ialpha; | ||
} | ||
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[numthreads(32, 32, 1)] | ||
void CS( uint3 dispatchThreadID : SV_DispatchThreadID ) | ||
{ | ||
int x = dispatchThreadID.x; | ||
int y = dispatchThreadID.y; | ||
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float4 pixel = readPixel(dispatchThreadID.x, dispatchThreadID.y); | ||
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//if( readOutputPixel(x,y).a < 0.5 ) | ||
writeToPixel(dispatchThreadID.x, dispatchThreadID.y, pixel); | ||
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GroupMemoryBarrierWithGroupSync(); | ||
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if( dot(pixel.rgb,float3(1,1,1)) > 2.79 ) | ||
{ | ||
for( float alpha = 0; alpha<360; alpha+=1 ) | ||
{ | ||
int clampedX = clamp(x + cos(alpha)*15, 0, 1024); | ||
int clampedY = clamp(y + sin(alpha)*15, 0, 768);//336); | ||
//writeToPixel( clampedX, clampedY, float4(0.2,0,0.2,1.0) ); | ||
writeToPixel( clampedX, clampedY, cCircleColor ); | ||
} | ||
} | ||
} |
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