#version 450 #pragma shader_stage(compute) #extension GL_KHR_shader_subgroup_quad : require #extension GL_KHR_shader_subgroup_arithmetic : require #extension GL_EXT_samplerless_texture_functions : enable #define COMPUTE 1 #define SPD 1 #include "../../common/macros.h" #include "../../common/structs.h" #include "../../common/functions.h" layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in; layout (constant_id = 0) const uint MIPS = 6; layout(push_constant) uniform PushBlock { uint mips; uint numWorkGroups; uint workGroupOffset; } PushConstant_; layout (binding = 0, rgba16f) uniform image2D imageColor; layout (binding = 1, rgba16f) uniform image2D imageBright; // yucky, needed for making things happy layout (binding = 2, rgba16f) coherent uniform image2D outImage[MIPS]; layout (binding = 3, std430) buffer AtomicCounter { uint counter; } spdCounter; layout (binding = 4) uniform UBO { float threshold; float smoothness; uint size; float padding1; float weights[32]; } ubo; #define A_GLSL 1 #define A_GPU 1 #define SPD_NO_WAVE_OPERATIONS 0 #include "../../ext/ffx_a.h" shared AU1 spd_counter; shared AF4 spd_intermediate[16][16]; vec3 applySoftKnee(vec3 color, float luminance) { float rq = clamp(luminance - ubo.threshold + ubo.smoothness, 0.0, 2.0 * ubo.smoothness); rq = (rq * rq) / (4.0 * ubo.smoothness + 0.0001); float value = max(rq, luminance - ubo.threshold); return color * (value / (max(luminance, 0.0001))); } AF4 SpdLoadSourceImage(ASU2 p, AU1 slice) { ivec2 size = imageSize(imageColor); // sample color if in bound, else black vec3 c0 = p.x < size.x && p.y < size.y ? imageLoad(imageColor, p + ivec2(0, 0)).rgb : vec3(0.0); vec3 c1 = p.x + 1 < size.x && p.y < size.y ? imageLoad(imageColor, p + ivec2(1, 0)).rgb : vec3(0.0); vec3 c2 = p.x < size.x && p.y + 1 < size.y ? imageLoad(imageColor, p + ivec2(0, 1)).rgb : vec3(0.0); vec3 c3 = p.x + 1 < size.x && p.y + 1 < size.y ? imageLoad(imageColor, p + ivec2(1, 1)).rgb : vec3(0.0); // get luma float b0 = luma(c0); float b1 = luma(c1); float b2 = luma(c2); float b3 = luma(c3); // soften c0 = applySoftKnee(c0, b0); c1 = applySoftKnee(c1, b1); c2 = applySoftKnee(c2, b2); c3 = applySoftKnee(c3, b3); // karis luma weighted average float w0 = 1.0 / (b0 + 1.0); float w1 = 1.0 / (b1 + 1.0); float w2 = 1.0 / (b2 + 1.0); float w3 = 1.0 / (b3 + 1.0); float inv_wsum = 1.0 / (w0 + w1 + w2 + w3); // store to mip 0 if (p.x < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(0, 0), vec4(c0, 1.0)); if (p.x + 1 < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(1, 0), vec4(c1, 1.0)); if (p.x < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(0, 1), vec4(c2, 1.0)); if (p.x + 1 < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(1, 1), vec4(c3, 1.0)); // average return AF4((c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3) * inv_wsum, 1.0); } AF4 SpdLoad(ASU2 p, AU1 slice) { uint loadMip = min(6u - 1, MIPS - 1); return imageLoad(outImage[loadMip + 1], p); } void SpdStore(ASU2 p, AF4 value, AU1 mip, AU1 slice) { if ( mip + 1 < MIPS ) { imageStore(outImage[mip + 1], p, value); } } // average filter AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3) { return (v0 + v1 + v2 + v3) * 0.25; } AF4 SpdLoadIntermediate(AU1 x, AU1 y) { return spd_intermediate[x][y]; } void SpdStoreIntermediate(AU1 x, AU1 y, AF4 value) { spd_intermediate[x][y] = value; } void SpdIncreaseAtomicCounter(AU1 slice) { spd_counter = atomicAdd(spdCounter.counter, 1); } AU1 SpdGetAtomicCounter() { return spd_counter; } void SpdResetAtomicCounter(AU1 slice) { spdCounter.counter = 0; } #include "../../ext/ffx_spd.h" void main() { SpdDownsample( AU2(gl_WorkGroupID.xy), AU1(gl_LocalInvocationIndex), AU1(PushConstant_.mips - 1), AU1(PushConstant_.numWorkGroups), AU1(PushConstant_.workGroupOffset) ); }