#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) uniform sampler2D samplerDepth; layout (binding = 1, r32f) coherent uniform image2D outImage[MIPS]; layout (binding = 2, std430) buffer AtomicCounter { uint counter; } spdCounter; #define A_GLSL 1 #define A_GPU 1 #define SPD_NO_WAVE_OPERATIONS 0 #include "../../ext/ffx_a.h" shared AU1 spd_counter; shared AF1 spd_intermediate[16][16]; AF4 SpdLoadSourceImage(ASU2 p, AU1 slice) { ivec2 size = imageSize(outImage[0]); // sample depth if in bound, else 0 (0 for reverse-z projection, use 1 if normal projection) float d0 = p.x < size.x && p.y < size.y ? texelFetch(samplerDepth, p + ivec2(0, 0), 0).x : 0.0; float d1 = p.x + 1 < size.x && p.y < size.y ? texelFetch(samplerDepth, p + ivec2(1, 0), 0).x : 0.0; float d2 = p.x < size.x && p.y + 1 < size.y ? texelFetch(samplerDepth, p + ivec2(0, 1), 0).x : 0.0; float d3 = p.x + 1 < size.x && p.y + 1 < size.y ? texelFetch(samplerDepth, p + ivec2(1, 1), 0).x : 0.0; // store to mip 0 if (p.x < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(0, 0), vec4(d0)); if (p.x + 1 < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(1, 0), vec4(d1)); if (p.x < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(0, 1), vec4(d2)); if (p.x + 1 < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(1, 1), vec4(d3)); return AF4(d0, d1, d2, d3); } AF4 SpdLoad(ASU2 p, AU1 slice) { uint loadMip = min(6u - 1, MIPS - 1); float d = imageLoad(outImage[loadMip], p).r; return AF4(d, d, d, d); } void SpdStore(ASU2 p, AF4 value, AU1 mip, AU1 slice) { if ( mip + 1 < MIPS ) { imageStore(outImage[mip + 1], p, vec4(value.x)); } } AF4 SpdLoadIntermediate(AU1 x, AU1 y) { float d = spd_intermediate[x][y]; return AF4(d, d, d, d); } void SpdStoreIntermediate(AU1 x, AU1 y, AF4 value) { spd_intermediate[x][y] = value.x; } void SpdIncreaseAtomicCounter(AU1 slice) { spd_counter = atomicAdd(spdCounter.counter, 1); } AU1 SpdGetAtomicCounter() { return spd_counter; } void SpdResetAtomicCounter(AU1 slice) { spdCounter.counter = 0; } // min filter AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3) { float minVal = min(min(v0.x, v1.x), min(v2.x, v3.x)); return AF4(minVal, minVal, minVal, minVal); } #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) ); }