mirror of
https://github.com/Ed94/raddebugger.git
synced 2026-06-13 07:32:23 -07:00
blut shader improvements, use bilinear sampling for 2x fewer samples
This commit is contained in:
committed by
Ryan Fleury
parent
3b86b6f7a0
commit
d5e0054a13
@@ -205,10 +205,14 @@ str8_lit_comp(
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"cbuffer Globals : register(b0)\n"
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"{\n"
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" float4 rect;\n"
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" float2 viewport_size;\n"
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" float blur_size;\n"
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" float is_vertical;\n"
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" float4 corner_radii_px;\n"
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" float2 direction;\n"
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" float2 viewport_size;\n"
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" uint blur_count;\n"
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"}\n"
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"\n"
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"cbuffer Kernel : register(b1)\n"
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"{\n"
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" float4 kernel[32];\n"
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"}\n"
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"\n"
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@@ -221,7 +225,7 @@ str8_lit_comp(
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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" float2 cornercoord : CRN;\n"
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" float2 sdf_sample_pos : SDF;\n"
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" float corner_radius : RAD;\n"
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"};\n"
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"\n"
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@@ -238,12 +242,12 @@ str8_lit_comp(
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"Vertex2Pixel\n"
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"vs_main(CPU2Vertex c2v)\n"
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"{\n"
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" float4 vertex_positions__scrn[] =\n"
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" float2 vertex_positions__scrn[] =\n"
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" {\n"
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" float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" rect.xw,\n"
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" rect.xy,\n"
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" rect.zw,\n"
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" rect.zy,\n"
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" };\n"
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" float corner_radii__px[] =\n"
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" {\n"
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@@ -252,22 +256,20 @@ str8_lit_comp(
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" corner_radii_px.w,\n"
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" corner_radii_px.z,\n"
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" };\n"
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" float2 cornercoords__pct[] =\n"
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" {\n"
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" float2(0, 1),\n"
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" float2(0, 0),\n"
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" float2(1, 1),\n"
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" float2(1, 0),\n"
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" };\n"
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" float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];\n"
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" float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,\n"
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" 2*vertex_position__scrn.y/viewport_size.y - 1,\n"
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" 0, 1);\n"
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" float2 cornercoords__pct = float2(\n"
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" (c2v.vertex_id >> 1) ? 1.f : 0.f,\n"
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" (c2v.vertex_id & 1) ? 0.f : 1.f);\n"
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"\n"
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" float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;\n"
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" float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;\n"
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"\n"
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" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
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"\n"
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" Vertex2Pixel v2p;\n"
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" {\n"
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" v2p.position = vertex_position__clip;\n"
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" v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);\n"
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" v2p.cornercoord = cornercoords__pct[c2v.vertex_id];\n"
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" v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);\n"
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" v2p.texcoord = vertex_position__pct;\n"
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" v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;\n"
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" v2p.corner_radius = corner_radii__px[c2v.vertex_id];\n"
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" }\n"
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" return v2p;\n"
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@@ -279,26 +281,27 @@ str8_lit_comp(
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"ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
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"{\n"
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" // rjf: blend weighted texture samples into color\n"
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" float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;\n"
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" float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);\n"
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" color.a = kernel[0].x;\n"
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" for(float i = 1; i < blur_size; i += 1)\n"
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"\n"
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" for(uint i = 1; i < blur_count; i += 1)\n"
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" {\n"
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" float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];\n"
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" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
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" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
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" min_sample.a = 1;\n"
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" max_sample.a = 1;\n"
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" color += min_sample*weight;\n"
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" color += max_sample*weight;\n"
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" float weight = kernel[i].x;\n"
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" float offset = kernel[i].y;\n"
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" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction);\n"
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" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction);\n"
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" min_sample.a = 1.f;\n"
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" max_sample.a = 1.f;\n"
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" color += min_sample * weight;\n"
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" color += max_sample * weight;\n"
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" }\n"
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" \n"
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" // rjf: determine SDF sample position\n"
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" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
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" float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,\n"
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" (2*v2p.cornercoord.y-1)*rect_half_size.y);\n"
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" float2 sdf_sample_pos = v2p.sdf_sample_pos;\n"
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - 2.f, v2p.corner_radius);\n"
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" float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n"
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" \n"
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" // rjf: weight output color by sdf\n"
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@@ -1183,99 +1183,140 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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case R_PassKind_Blur:
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{
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R_PassParams_Blur *params = pass->params_blur;
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ID3D11SamplerState *sampler = r_d3d11_state->samplers[R_Tex2DSampleKind_Nearest];
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ID3D11SamplerState *sampler = r_d3d11_state->samplers[R_Tex2DSampleKind_Linear];
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ID3D11VertexShader *vshad = r_d3d11_state->vshads[R_D3D11_VShadKind_Blur];
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ID3D11PixelShader *pshad = r_d3d11_state->pshads[R_D3D11_PShadKind_Blur];
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ID3D11Buffer *uniforms_buffer = r_d3d11_state->uniform_type_kind_buffers[R_D3D11_VShadKind_Blur];
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//- rjf: perform blur on each axis
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ID3D11RenderTargetView *rtvs[Axis2_COUNT] =
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// rjf: setup output merger
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d_ctx->OMSetDepthStencilState(r_d3d11_state->noop_depth_stencil, 0);
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d_ctx->OMSetBlendState(r_d3d11_state->main_blend_state, 0, 0xffffffff);
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// rjf: set up viewport
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Vec2S32 resolution = wnd->last_resolution;
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D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (F32)resolution.x, (F32)resolution.y, 0.0f, 1.0f };
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d_ctx->RSSetViewports(1, &viewport);
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d_ctx->RSSetState(r_d3d11_state->main_rasterizer);
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// rjf: setup input assembly
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d_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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d_ctx->IASetInputLayout(0);
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// rjf: setup shaders
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d_ctx->VSSetShader(vshad, 0, 0);
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d_ctx->VSSetConstantBuffers(0, 1, &uniforms_buffer);
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d_ctx->PSSetShader(pshad, 0, 0);
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d_ctx->PSSetSamplers(0, 1, &sampler);
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// rjf: setup scissor rect
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{
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wnd->stage_scratch_color_rtv,
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wnd->stage_color_rtv,
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};
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ID3D11ShaderResourceView *srvs[Axis2_COUNT] =
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{
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wnd->stage_color_srv,
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wnd->stage_scratch_color_srv,
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};
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for(Axis2 axis = (Axis2)0; axis < Axis2_COUNT; axis = (Axis2)(axis+1))
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{
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// rjf: setup output merger
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d_ctx->OMSetRenderTargets(1, &rtvs[axis], 0);
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d_ctx->OMSetDepthStencilState(r_d3d11_state->noop_depth_stencil, 0);
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d_ctx->OMSetBlendState(r_d3d11_state->main_blend_state, 0, 0xffffffff);
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// rjf: set up viewport
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Vec2S32 resolution = wnd->last_resolution;
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D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (F32)resolution.x, (F32)resolution.y, 0.0f, 1.0f };
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d_ctx->RSSetViewports(1, &viewport);
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d_ctx->RSSetState(r_d3d11_state->main_rasterizer);
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// rjf: setup input assembly
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d_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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d_ctx->IASetInputLayout(0);
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// rjf: set up uniforms
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{
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F32 stdev = (params->blur_size-1.f)/2.f;
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F32 one_over_root_2pi_stdev2 = 1/sqrt_f32(2*pi32*stdev*stdev);
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F32 euler32 = 2.718281828459045f;
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R_D3D11_Uniforms_Blur uniforms = {0};
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uniforms.viewport_size = v2f32(resolution.x, resolution.y);
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uniforms.rect = params->rect;
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uniforms.blur_size = params->blur_size;
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uniforms.is_vertical = (F32)!!axis;
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MemoryCopyArray(uniforms.corner_radii.v, params->corner_radii);
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F32 kernel_x = 0;
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uniforms.kernel[0].v[0] = 1.f;
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if(stdev > 0.f)
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{
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for(U64 idx = 0; idx < ArrayCount(uniforms.kernel); idx += 1)
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{
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for(U64 v_idx = 0; v_idx < ArrayCount(uniforms.kernel[idx].v); v_idx += 1)
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{
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uniforms.kernel[idx].v[v_idx] = one_over_root_2pi_stdev2*pow_f32(euler32, -kernel_x*kernel_x/(2.f*stdev*stdev));
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kernel_x += 1;
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}
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}
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}
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if(uniforms.kernel[0].v[0] > 1.f)
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{
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MemoryZeroArray(uniforms.kernel);
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uniforms.kernel[0].v[0] = 1.f;
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}
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D3D11_MAPPED_SUBRESOURCE sub_rsrc = {0};
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r_d3d11_state->device_ctx->Map(uniforms_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sub_rsrc);
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MemoryCopy((U8 *)sub_rsrc.pData, &uniforms, sizeof(uniforms));
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r_d3d11_state->device_ctx->Unmap(uniforms_buffer, 0);
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}
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// rjf: setup shaders
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d_ctx->VSSetShader(vshad, 0, 0);
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d_ctx->VSSetConstantBuffers(0, 1, &uniforms_buffer);
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d_ctx->PSSetShader(pshad, 0, 0);
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d_ctx->PSSetConstantBuffers(0, 1, &uniforms_buffer);
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d_ctx->PSSetShaderResources(0, 1, &srvs[axis]);
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d_ctx->PSSetSamplers(0, 1, &sampler);
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// rjf: setup scissor rect
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{
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D3D11_RECT rect = {0};
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D3D11_RECT rect = { 0 };
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rect.left = 0;
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rect.right = (LONG)wnd->last_resolution.x;
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rect.top = 0;
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rect.bottom = (LONG)wnd->last_resolution.y;
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d_ctx->RSSetScissorRects(1, &rect);
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}
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// rjf: draw
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d_ctx->Draw(4, 0);
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// rjf: unset srv
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ID3D11ShaderResourceView *srv = 0;
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d_ctx->PSSetShaderResources(0, 1, &srv);
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}
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// rjf: set up uniforms
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R_D3D11_Uniforms_Blur uniforms = { 0 };
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{
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F32 weights[ArrayCount(uniforms.kernel)*2] = {0};
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F32 blur_size = Min(params->blur_size, ArrayCount(weights));
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U64 blur_count = (U64)round_f32(blur_size);
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F32 stdev = (blur_size-1.f)/2.f;
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F32 one_over_root_2pi_stdev2 = 1/sqrt_f32(2*pi32*stdev*stdev);
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F32 euler32 = 2.718281828459045f;
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weights[0] = 1.f;
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if(stdev > 0.f)
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{
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for(U64 idx = 0; idx < blur_count; idx += 1)
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{
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F32 kernel_x = (F32)idx;
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weights[idx] = one_over_root_2pi_stdev2*pow_f32(euler32, -kernel_x*kernel_x/(2.f*stdev*stdev));
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}
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}
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if(weights[0] > 1.f)
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{
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MemoryZeroArray(weights);
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weights[0] = 1.f;
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}
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else
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{
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// prepare weights & offsets for bilinear lookup
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// blur filter wants to calculate w0*pixel[pos] + w1*pixel[pos+1] + ...
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// with bilinear filter we can do this calulation by doing only w*sample(pos+t) = w*((1-t)*pixel[pos] + t*pixel[pos+1])
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// we can see w0=w*(1-t) and w1=w*t
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// thus w=w0+w1 and t=w1/w
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for (U64 idx = 1; idx < blur_count; idx += 2)
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{
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F32 w0 = weights[idx + 0];
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F32 w1 = weights[idx + 1];
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F32 w = w0 + w1;
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F32 t = w1 / w;
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// each kernel element is float2(weight, offset)
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// weights & offsets are adjusted for bilinear sampling
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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}
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uniforms.kernel[0].x = weights[0];
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}
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// technically we need just direction be different
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// but there are 256 bytes of usable space anyway for each constant buffer chunk
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uniforms.passes[Axis2_X].viewport_size = v2f32(resolution.x, resolution.y);
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uniforms.passes[Axis2_X].rect = params->rect;
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uniforms.passes[Axis2_X].direction = v2f32(1.f / resolution.x, 0);
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uniforms.passes[Axis2_X].blur_count = 1 + blur_count / 2; // 2x smaller because of bilinear sampling
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MemoryCopyArray(uniforms.passes[Axis2_X].corner_radii.v, params->corner_radii);
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uniforms.passes[Axis2_Y].viewport_size = v2f32(resolution.x, resolution.y);
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uniforms.passes[Axis2_Y].rect = params->rect;
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uniforms.passes[Axis2_Y].direction = v2f32(0, 1.f / resolution.y);
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uniforms.passes[Axis2_Y].blur_count = 1 + blur_count / 2; // 2x smaller because of bilinear sampling
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MemoryCopyArray(uniforms.passes[Axis2_Y].corner_radii.v, params->corner_radii);
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D3D11_MAPPED_SUBRESOURCE sub_rsrc = {0};
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r_d3d11_state->device_ctx->Map(uniforms_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sub_rsrc);
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MemoryCopy((U8 *)sub_rsrc.pData, &uniforms, sizeof(uniforms));
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r_d3d11_state->device_ctx->Unmap(uniforms_buffer, 0);
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}
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ID3D11Buffer* uniforms_buffers[] = { uniforms_buffer, uniforms_buffer };
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U32 uniform_offset[Axis2_COUNT][2] =
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{
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{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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};
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U32 uniform_count[Axis2_COUNT][2] =
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{
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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};
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// rjf: for unsetting srv
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ID3D11ShaderResourceView* srv = 0;
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// horizontal pass
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d_ctx->OMSetRenderTargets(1, &wnd->stage_scratch_color_rtv, 0);
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d_ctx->PSSetConstantBuffers1(0, ArrayCount(uniforms_buffers), uniforms_buffers, uniform_offset[Axis2_X], uniform_count[Axis2_X]);
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d_ctx->PSSetShaderResources(0, 1, &wnd->stage_color_srv);
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d_ctx->Draw(4, 0);
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d_ctx->PSSetShaderResources(0, 1, &srv);
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// vertical pass
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d_ctx->OMSetRenderTargets(1, &wnd->stage_color_rtv, 0);
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d_ctx->PSSetConstantBuffers1(0, ArrayCount(uniforms_buffers), uniforms_buffers, uniform_offset[Axis2_Y], uniform_count[Axis2_Y]);
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d_ctx->PSSetShaderResources(0, 1, &wnd->stage_scratch_color_srv);
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d_ctx->Draw(4, 0);
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d_ctx->PSSetShaderResources(0, 1, &srv);
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||||
}break;
|
||||
|
||||
|
||||
|
||||
@@ -32,13 +32,20 @@ struct R_D3D11_Uniforms_Rect
|
||||
Vec2F32 xform_scale;
|
||||
};
|
||||
|
||||
struct R_D3D11_Uniforms_Blur
|
||||
struct R_D3D11_Uniforms_BlurPass
|
||||
{
|
||||
Rng2F32 rect;
|
||||
Vec2F32 viewport_size;
|
||||
F32 blur_size;
|
||||
F32 is_vertical;
|
||||
Vec4F32 corner_radii;
|
||||
Vec2F32 direction;
|
||||
Vec2F32 viewport_size;
|
||||
U32 blur_count;
|
||||
U8 _padding0_[204];
|
||||
};
|
||||
StaticAssert(sizeof(R_D3D11_Uniforms_BlurPass) % 256 == 0, NotAligned); // constant count/offset must be aligned to 256 bytes
|
||||
|
||||
struct R_D3D11_Uniforms_Blur
|
||||
{
|
||||
R_D3D11_Uniforms_BlurPass passes[Axis2_COUNT];
|
||||
Vec4F32 kernel[32];
|
||||
};
|
||||
|
||||
|
||||
@@ -204,10 +204,14 @@ ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
|
||||
cbuffer Globals : register(b0)
|
||||
{
|
||||
float4 rect;
|
||||
float2 viewport_size;
|
||||
float blur_size;
|
||||
float is_vertical;
|
||||
float4 corner_radii_px;
|
||||
float2 direction;
|
||||
float2 viewport_size;
|
||||
uint blur_count;
|
||||
}
|
||||
|
||||
cbuffer Kernel : register(b1)
|
||||
{
|
||||
float4 kernel[32];
|
||||
}
|
||||
|
||||
@@ -220,7 +224,7 @@ struct Vertex2Pixel
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord : TEX;
|
||||
float2 cornercoord : CRN;
|
||||
float2 sdf_sample_pos : SDF;
|
||||
float corner_radius : RAD;
|
||||
};
|
||||
|
||||
@@ -237,12 +241,12 @@ float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)
|
||||
Vertex2Pixel
|
||||
vs_main(CPU2Vertex c2v)
|
||||
{
|
||||
float4 vertex_positions__scrn[] =
|
||||
float2 vertex_positions__scrn[] =
|
||||
{
|
||||
float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
|
||||
float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
|
||||
float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
|
||||
float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
|
||||
rect.xw,
|
||||
rect.xy,
|
||||
rect.zw,
|
||||
rect.zy,
|
||||
};
|
||||
float corner_radii__px[] =
|
||||
{
|
||||
@@ -251,22 +255,20 @@ vs_main(CPU2Vertex c2v)
|
||||
corner_radii_px.w,
|
||||
corner_radii_px.z,
|
||||
};
|
||||
float2 cornercoords__pct[] =
|
||||
{
|
||||
float2(0, 1),
|
||||
float2(0, 0),
|
||||
float2(1, 1),
|
||||
float2(1, 0),
|
||||
};
|
||||
float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];
|
||||
float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,
|
||||
2*vertex_position__scrn.y/viewport_size.y - 1,
|
||||
0, 1);
|
||||
float2 cornercoords__pct = float2(
|
||||
(c2v.vertex_id >> 1) ? 1.f : 0.f,
|
||||
(c2v.vertex_id & 1) ? 0.f : 1.f);
|
||||
|
||||
float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;
|
||||
float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;
|
||||
|
||||
float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
|
||||
|
||||
Vertex2Pixel v2p;
|
||||
{
|
||||
v2p.position = vertex_position__clip;
|
||||
v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);
|
||||
v2p.cornercoord = cornercoords__pct[c2v.vertex_id];
|
||||
v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);
|
||||
v2p.texcoord = vertex_position__pct;
|
||||
v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;
|
||||
v2p.corner_radius = corner_radii__px[c2v.vertex_id];
|
||||
}
|
||||
return v2p;
|
||||
@@ -278,26 +280,27 @@ float4
|
||||
ps_main(Vertex2Pixel v2p) : SV_TARGET
|
||||
{
|
||||
// rjf: blend weighted texture samples into color
|
||||
float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;
|
||||
float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);
|
||||
color.a = kernel[0].x;
|
||||
for(float i = 1; i < blur_size; i += 1)
|
||||
|
||||
for(uint i = 1; i < blur_count; i += 1)
|
||||
{
|
||||
float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];
|
||||
float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
|
||||
float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
|
||||
min_sample.a = 1;
|
||||
max_sample.a = 1;
|
||||
color += min_sample*weight;
|
||||
color += max_sample*weight;
|
||||
float weight = kernel[i].x;
|
||||
float offset = kernel[i].y;
|
||||
float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction);
|
||||
float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction);
|
||||
min_sample.a = 1.f;
|
||||
max_sample.a = 1.f;
|
||||
color += min_sample * weight;
|
||||
color += max_sample * weight;
|
||||
}
|
||||
|
||||
// rjf: determine SDF sample position
|
||||
float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
|
||||
float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,
|
||||
(2*v2p.cornercoord.y-1)*rect_half_size.y);
|
||||
float2 sdf_sample_pos = v2p.sdf_sample_pos;
|
||||
|
||||
// rjf: sample for corners
|
||||
float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);
|
||||
float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - 2.f, v2p.corner_radius);
|
||||
float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
|
||||
|
||||
// rjf: weight output color by sdf
|
||||
|
||||
Reference in New Issue
Block a user