#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, r32f) uniform image2D imageDepth; layout (binding = 2, rgba16f) uniform image2D imageBright; // yucky, needed for making things happy layout (binding = 3, rgba16f) coherent uniform image2D outImage[MIPS]; layout (binding = 4, std430) buffer AtomicCounter { uint counter; } spdCounter; layout (binding = 5) uniform UBO { float focusDistance; float focusRange; float maxCoC; float nearPlane; } 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]; float linearizeDepth( float d ) { return ubo.nearPlane / max(d, 0.000001); } // 0.0 = perfectly in focus, 1.0 = maximum blur float calculateCoC(float depth) { float dist = abs(linearizeDepth(depth) - ubo.focusDistance); float coc = clamp(dist / ubo.focusRange, 0.0, 1.0); return coc * ubo.maxCoC; } AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3); AF4 SpdLoadSourceImage(ASU2 p, AU1 slice) { ivec2 size = imageSize(imageColor); // sample color and depth 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); float d0 = p.x < size.x && p.y < size.y ? imageLoad(imageDepth, p + ivec2(0, 0)).r : 0.0; float d1 = p.x + 1 < size.x && p.y < size.y ? imageLoad(imageDepth, p + ivec2(1, 0)).r : 0.0; float d2 = p.x < size.x && p.y + 1 < size.y ? imageLoad(imageDepth, p + ivec2(0, 1)).r : 0.0; float d3 = p.x + 1 < size.x && p.y + 1 < size.y ? imageLoad(imageDepth, p + ivec2(1, 1)).r : 0.0; // calculate CoC vec4 p0 = vec4(c0, calculateCoC(d0)); vec4 p1 = vec4(c1, calculateCoC(d1)); vec4 p2 = vec4(c2, calculateCoC(d2)); vec4 p3 = vec4(c3, calculateCoC(d3)); // store mip 0 if (p.x < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(0, 0), p0); if (p.x + 1 < size.x && p.y < size.y) imageStore(outImage[0], p + ivec2(1, 0), p1); if (p.x < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(0, 1), p2); if (p.x + 1 < size.x && p.y + 1 < size.y) imageStore(outImage[0], p + ivec2(1, 1), p3); return SpdReduce4(p0, p1, p2, p3); } 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); } } AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3) { float maxCoC = max(max(v0.a, v1.a), max(v2.a, v3.a)); float w0 = v0.a + 0.0001; float w1 = v1.a + 0.0001; float w2 = v2.a + 0.0001; float w3 = v3.a + 0.0001; float wSum = w0 + w1 + w2 + w3; vec3 weightedColor = (v0.rgb * w0 + v1.rgb * w1 + v2.rgb * w2 + v3.rgb * w3) / wSum; return vec4(weightedColor, maxCoC); } 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) ); }