engine/bin/data/shaders/ext/ffx_spd.h

1297 lines
50 KiB
C

//_____________________________________________________________/\_______________________________________________________________
//==============================================================================================================================
//
// [FFX SPD] Single Pass Downsampler 2.0
//
//==============================================================================================================================
// LICENSE
// =======
// Copyright (c) 2017-2020 Advanced Micro Devices, Inc. All rights reserved.
// -------
// 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:
// -------
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
// Software.
// -------
// 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.
//
//------------------------------------------------------------------------------------------------------------------------------
// CHANGELIST v2.0
// ===============
// - Added support for cube and array textures. SpdDownsample and SpdDownsampleH shader functions now take index of texture slice
// as an additional parameter. For regular texture use 0.
// - Added support for updating only sub-rectangle of the texture. Additional, optional parameter workGroupOffset added to shader
// functions SpdDownsample and SpdDownsampleH.
// - Added C function SpdSetup that helps to setup constants to be passed as a constant buffer.
// - The global atomic counter is automatically reset to 0 by the shader at the end, so you do not need to clear it before every
// use, just once after creation
//
//------------------------------------------------------------------------------------------------------------------------------
// INTEGRATION SUMMARY FOR CPU
// ===========================
// // you need to provide as constants:
// // number of mip levels to be computed (maximum is 12)
// // number of total thread groups: ((widthInPixels+63)>>6) * ((heightInPixels+63)>>6)
// // workGroupOffset -> by default 0, if you only downsample a rectancle within the source texture use SpdSetup function to calculate correct offset
// ...
// // Dispatch the shader such that each thread group works on a 64x64 sub-tile of the source image
// // for Cube Textures or Texture2DArray, use the z dimension
// vkCmdDispatch(cmdBuf,(widthInPixels+63)>>6,(heightInPixels+63)>>6, slices);
// // you can also use the SpdSetup function:
// //on top of your cpp file:
// #define A_CPU
// #include "ffx_a.h"
// #include "ffx_spd.h"
// // before your dispatch call, use SpdSetup function to get your constants
// varAU2(dispatchThreadGroupCountXY); // output variable
// varAU2(workGroupOffset); // output variable, this constants are required if Left and Top are not 0,0
// varAU2(numWorkGroupsAndMips); // output variable
// // input information about your source texture:
// // left and top of the rectancle within your texture you want to downsample
// // width and height of the rectancle you want to downsample
// // if complete source texture should get downsampled: left = 0, top = 0, width = sourceTexture.width, height = sourceTexture.height
// varAU4(rectInfo) = initAU4(0, 0, m_Texture.GetWidth(), m_Texture.GetHeight()); // left, top, width, height
// SpdSetup(dispatchThreadGroupCountXY, workGroupOffset, numWorkGroupsAndMips, rectInfo);
// ...
// // constants:
// data.numWorkGroupsPerSlice = numWorkGroupsAndMips[0];
// data.mips = numWorkGroupsAndMips[1];
// data.workGroupOffset[0] = workGroupOffset[0];
// data.workGroupOffset[1] = workGroupOffset[1];
// ...
// uint32_t dispatchX = dispatchThreadGroupCountXY[0];
// uint32_t dispatchY = dispatchThreadGroupCountXY[1];
// uint32_t dispatchZ = m_CubeTexture.GetArraySize(); // slices - for 2D Texture this is 1, for cube texture 6
// vkCmdDispatch(cmd_buf, dispatchX, dispatchY, dispatchZ);
//------------------------------------------------------------------------------------------------------------------------------
// INTEGRATION SUMMARY FOR GPU
// ===========================
// [SAMPLER] - if you want to use a sampler with linear filtering for loading the source image
// follow additionally the instructions marked with [SAMPLER]
// add following define:
// #define SPD_LINEAR_SAMPLER
// this is recommended, as using one sample() with linear filter to reduce 2x2 is faster
// than 4x load() plus manual averaging
// // Setup layout. Example below for VK_FORMAT_R16G16B16A16_SFLOAT.
// // Note: If you use SRGB format for UAV load() and store() (if it's supported), you need to convert to and from linear space
// // when using UAV load() and store()
// // approximate conversion to linear (load function): x*x
// // approximate conversion from linear (store function): sqrt()
// // or use more accurate functions from ffx_a.h: AFromSrgbF1(value) and AToSrgbF1(value)
// // Recommendation: use UNORM format instead of SRGB for UAV access, and SRGB for SRV access
// // look in the sample app to see how it's done
// // source image
// // if cube texture use image2DArray / Texture2DArray and adapt your load/store/sample calls
// GLSL: layout(set=0,binding=0,rgba16f)uniform image2D imgSrc;
// [SAMPLER]: layout(set=0,binding=0)uniform texture2D imgSrc;
// HLSL: [[vk::binding(0)]] Texture2D<float4> imgSrc :register(u0);
// // destination -> 12 is the maximum number of mips supported by SPD
// GLSL: layout(set=0,binding=1,rgba16f) uniform coherent image2D imgDst[12];
// HLSL: [[vk::binding(1)]] globallycoherent RWTexture2D<float4> imgDst[12] :register(u1);
// // global atomic counter - MUST be initialized to 0
// // SPD resets the counter back after each run by calling SpdResetAtomicCounter(slice)
// // if you have more than 1 slice (== if you downsample a cube texture or a texture2Darray)
// // you have an array of counters: counter[6] -> if you have 6 slices for example
// // GLSL:
// layout(std430, set=0, binding=2) coherent buffer SpdGlobalAtomicBuffer
// {
// uint counter;
// } spdGlobalAtomic;
// // HLSL:
// struct SpdGlobalAtomicBuffer
// {
// uint counter;
// };
// [[vk::binding(2)]] globallycoherent RWStructuredBuffer<SpdGlobalAtomicBuffer> spdGlobalAtomic;
// // [SAMPLER] add sampler
// GLSL: layout(set=0, binding=3) uniform sampler srcSampler;
// HLSL: [[vk::binding(3)]] SamplerState srcSampler :register(s0);
// // constants - either push constant or constant buffer
// // or calculate within shader
// // [SAMPLER] when using sampler add inverse source image size
// // GLSL:
// layout(push_constant) uniform SpdConstants {
// uint mips; // needed to opt out earlier if mips are < 12
// uint numWorkGroups; // number of total thread groups, so numWorkGroupsX * numWorkGroupsY * 1
// // it is important to NOT take the number of slices (z dimension) into account here
// // as each slice has its own counter!
// vec2 workGroupOffset; // optional - use SpdSetup() function to calculate correct workgroup offset
// } spdConstants;
// // HLSL:
// [[vk::push_constant]]
// cbuffer spdConstants {
// uint mips;
// uint numWorkGroups;
// float2 workGroupOffset; // optional
// };
// ...
// // Setup pre-portability-header defines (sets up GLSL/HLSL path, etc)
// #define A_GPU 1
// #define A_GLSL 1 // or // #define A_HLSL 1
// // if you want to use PACKED version
// // recommended if bpc <= 16bit
// #define A_HALF
// ...
// // Include the portability header (or copy it in without an include).
// #include "ffx_a.h"
// ...
// // Define LDS variables
// shared AF4 spdIntermediate[16][16]; // HLSL: groupshared
// shared AU1 spdCounter; // HLSL: groupshared
// // PACKED version
// shared AH4 spdIntermediate[16][16]; // HLSL: groupshared
// // Note: You can also use
// shared AF1 spdIntermediateR[16][16];
// shared AF1 spdIntermediateG[16][16];
// shared AF1 spdIntermediateB[16][16];
// shared AF1 spdIntermediateA[16][16];
// // or for Packed version:
// shared AH2 spdIntermediateRG[16][16];
// shared AH2 spdIntermediateBA[16][16];
// // This is potentially faster
// // Adapt your load and store functions accordingly
// // if subgroup operations are not supported / can't use SM6.0
// #define SPD_NO_WAVE_OPERATIONS
// // Define the fetch function(s) and the reduction function
// // if non-power-of-2 textures, add border controls to the load and store functions
// // to make sure the borders of the mip level look as you want it
// // if you don't add border controls you'll read zeros past the border
// // if you load with a sampler, this is obv. handled by your sampler :)
// // this is also the place where you need to do color space transformation if needed
// // E.g. if your texture format is SRGB/UNORM and you use the UAV load and store functions
// // no automatic to/from linear conversions are happening
// // there is to/from linear conversions when using a sampler and render target approach
// // conversion to linear (load function): x*x
// // conversion from linear (store function): sqrt()
// AU1 slice parameter is for Cube textures and texture2DArray
// if downsampling Texture2D you can ignore this parameter, otherwise use it to access correct slice
// // Load from source image
// GLSL: AF4 SpdLoadSourceImage(ASU2 p, AU1 slice){return imageLoad(imgSrc, p);}
// HLSL: AF4 SpdLoadSourceImage(ASU2 tex, AU1 slice){return imgSrc[tex];}
// [SAMPLER] don't forget to add the define #SPD_LINEAR_SAMPLER :)
// GLSL:
// AF4 SpdLoadSourceImage(ASU2 p, AU1 slice){
// AF2 textureCoord = p * invInputSize + invInputSize;
// return texture(sampler2D(imgSrc, srcSampler), textureCoord);
// }
// HLSL:
// AF4 SpdLoadSourceImage(ASU2 p, AU1 slice){
// AF2 textureCoord = p * invInputSize + invInputSize;
// return imgSrc.SampleLevel(srcSampler, textureCoord, 0);
// }
// // SpdLoad() takes a 32-bit signed integer 2D coordinate and loads color.
// // Loads the 5th mip level, each value is computed by a different thread group
// // last thread group will access all its elements and compute the subsequent mips
// // reminder: if non-power-of-2 textures, add border controls if you do not want to read zeros past the border
// GLSL: AF4 SpdLoad(ASU2 p, AU1 slice){return imageLoad(imgDst[5],p);}
// HLSL: AF4 SpdLoad(ASU2 tex, AU1 slice){return imgDst[5][tex];}
// Define the store function
// GLSL: void SpdStore(ASU2 p, AF4 value, AU1 mip, AU1 slice){imageStore(imgDst[mip], p, value);}
// HLSL: void SpdStore(ASU2 pix, AF4 value, AU1 mip, AU1 slice){imgDst[mip][pix] = value;}
// // Define the atomic counter increase function
// // each slice only reads and stores to its specific slice counter
// // so, if you have several slices it's
// // InterlockedAdd(spdGlobalAtomic[0].counter[slice], 1, spdCounter);
// // GLSL:
// void SpdIncreaseAtomicCounter(AU1 slice){spdCounter = atomicAdd(spdGlobalAtomic.counter, 1);}
// AU1 SpdGetAtomicCounter() {return spdCounter;}
// void SpdResetAtomicCounter(AU1 slice){spdGlobalAtomic.counter[slice] = 0;}
// // HLSL:
// void SpdIncreaseAtomicCounter(AU1 slice){InterlockedAdd(spdGlobalAtomic[0].counter, 1, spdCounter);}
// AU1 SpdGetAtomicCounter(){return spdCounter;}
// void SpdResetAtomicCounter(AU1 slice){spdGlobalAtomic[0].counter[slice] = 0;}
// // Define the LDS load and store functions
// // GLSL:
// AF4 SpdLoadIntermediate(AU1 x, AU1 y){return spdIntermediate[x][y];}
// void SpdStoreIntermediate(AU1 x, AU1 y, AF4 value){spdIntermediate[x][y] = value;}
// // HLSL:
// AF4 SpdLoadIntermediate(AU1 x, AU1 y){return spdIntermediate[x][y];}
// void SpdStoreIntermediate(AU1 x, AU1 y, AF4 value){spdIntermediate[x][y] = value;}
// // Define your reduction function: takes as input the four 2x2 values and returns 1 output value
// Example below: computes the average value
// AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3){return (v0+v1+v2+v3)*0.25;}
// // PACKED VERSION
// Load from source image
// GLSL: AH4 SpdLoadSourceImageH(ASU2 p, AU1 slice){return AH4(imageLoad(imgSrc, p));}
// HLSL: AH4 SpdLoadSourceImageH(ASU2 tex, AU1 slice){return AH4(imgSrc[tex]);}
// [SAMPLER]
// GLSL:
// AH4 SpdLoadSourceImageH(ASU2 p, AU1 slice){
// AF2 textureCoord = p * invInputSize + invInputSize;
// return AH4(texture(sampler2D(imgSrc, srcSampler), textureCoord));
// }
// HLSL:
// AH4 SpdLoadSourceImageH(ASU2 p, AU1 slice){
// AF2 textureCoord = p * invInputSize + invInputSize;
// return AH4(imgSrc.SampleLevel(srcSampler, textureCoord, 0));
// }
// // SpdLoadH() takes a 32-bit signed integer 2D coordinate and loads color.
// // Loads the 5th mip level, each value is computed by a different thread group
// // last thread group will access all its elements and compute the subsequent mips
// GLSL: AH4 SpdLoadH(ASU2 p, AU1 slice){return AH4(imageLoad(imgDst[5],p));}
// HLSL: AH4 SpdLoadH(ASU2 tex, AU1 slice){return AH4(imgDst[5][tex]);}
// Define the store function
// GLSL: void SpdStoreH(ASU2 p, AH4 value, AU1 mip, AU1 slice){imageStore(imgDst[mip], p, AF4(value));}
// HLSL: void SpdStoreH(ASU2 pix, AH4 value, AU1 index, AU1 slice){imgDst[index][pix] = AF4(value);}
// // Define the atomic counter increase function
// // GLSL:
// void SpdIncreaseAtomicCounter(AU1 slice){spd_counter = atomicAdd(spdGlobalAtomic.counter, 1);}
// AU1 SpdGetAtomicCounter() {return spdCounter;}
// // HLSL:
// void SpdIncreaseAtomicCounter(AU1 slice){InterlockedAdd(spdGlobalAtomic[0].counter, 1, spdCounter);}
// AU1 SpdGetAtomicCounter(){return spdCounter;}
// // Define the LDS load and store functions
// // GLSL:
// AH4 SpdLoadIntermediateH(AU1 x, AU1 y){return spdIntermediate[x][y];}
// void SpdStoreIntermediateH(AU1 x, AU1 y, AH4 value){spdIntermediate[x][y] = value;}
// // HLSL:
// AH4 SpdLoadIntermediate(AU1 x, AU1 y){return spdIntermediate[x][y];}
// void SpdStoreIntermediate(AU1 x, AU1 y, AH4 value){spdIntermediate[x][y] = value;}
// // Define your reduction function: takes as input the four 2x2 values and returns 1 output value
// Example below: computes the average value
// AH4 SpdReduce4H(AH4 v0, AH4 v1, AH4 v2, AH4 v3){return (v0+v1+v2+v3)*AH1(0.25);}
// //
// // If you only use PACKED version
// #define SPD_PACKED_ONLY
// // Include this SPD (single pass downsampler) header file (or copy it in without an include).
// #include "ffx_spd.h"
// ...
// // Example in shader integration
// // GLSL:
// layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
// void main(){
// // Call the downsampling function
// // WorkGroupId.z should be 0 if you only downsample a Texture2D!
// SpdDownsample(AU2(gl_WorkGroupID.xy), AU1(gl_LocalInvocationIndex),
// AU1(spdConstants.mips), AU1(spdConstants.numWorkGroups), AU1(WorkGroupId.z));
//
// // PACKED:
// SpdDownsampleH(AU2(gl_WorkGroupID.xy), AU1(gl_LocalInvocationIndex),
// AU1(spdConstants.mips), AU1(spdConstants.numWorkGroups), AU1(WorkGroupId.z));
// ...
// // HLSL:
// [numthreads(256,1,1)]
// void main(uint3 WorkGroupId : SV_GroupID, uint LocalThreadIndex : SV_GroupIndex) {
// SpdDownsample(AU2(WorkGroupId.xy), AU1(LocalThreadIndex),
// AU1(mips), AU1(numWorkGroups), AU1(WorkGroupId.z));
//
// // PACKED:
// SpdDownsampleH(AU2(WorkGroupId.xy), AU1(LocalThreadIndex),
// AU1(mips), AU1(numWorkGroups), AU1(WorkGroupId.z));
// ...
//
//------------------------------------------------------------------------------------------------------------------------------
//==============================================================================================================================
// SPD Setup
//==============================================================================================================================
#ifdef A_CPU
A_STATIC void SpdSetup(
outAU2 dispatchThreadGroupCountXY, // CPU side: dispatch thread group count xy
outAU2 workGroupOffset, // GPU side: pass in as constant
outAU2 numWorkGroupsAndMips, // GPU side: pass in as constant
inAU4 rectInfo, // left, top, width, height
ASU1 mips // optional: if -1, calculate based on rect width and height
){
workGroupOffset[0] = rectInfo[0] / 64; // rectInfo[0] = left
workGroupOffset[1] = rectInfo[1] / 64; // rectInfo[1] = top
AU1 endIndexX = (rectInfo[0] + rectInfo[2] - 1) / 64; // rectInfo[0] = left, rectInfo[2] = width
AU1 endIndexY = (rectInfo[1] + rectInfo[3] - 1) / 64; // rectInfo[1] = top, rectInfo[3] = height
dispatchThreadGroupCountXY[0] = endIndexX + 1 - workGroupOffset[0];
dispatchThreadGroupCountXY[1] = endIndexY + 1 - workGroupOffset[1];
numWorkGroupsAndMips[0] = (dispatchThreadGroupCountXY[0]) * (dispatchThreadGroupCountXY[1]);
if (mips >= 0) {
numWorkGroupsAndMips[1] = AU1(mips);
} else { // calculate based on rect width and height
AU1 resolution = AMaxU1(rectInfo[2], rectInfo[3]);
numWorkGroupsAndMips[1] = AU1((AMinF1(AFloorF1(ALog2F1(AF1(resolution))), AF1(12))));
}
}
A_STATIC void SpdSetup(
outAU2 dispatchThreadGroupCountXY, // CPU side: dispatch thread group count xy
outAU2 workGroupOffset, // GPU side: pass in as constant
outAU2 numWorkGroupsAndMips, // GPU side: pass in as constant
inAU4 rectInfo // left, top, width, height
) {
SpdSetup(dispatchThreadGroupCountXY, workGroupOffset, numWorkGroupsAndMips, rectInfo, -1);
}
#endif // #ifdef A_CPU
//==============================================================================================================================
// NON-PACKED VERSION
//==============================================================================================================================
#ifdef A_GPU
#ifdef SPD_PACKED_ONLY
// Avoid compiler error
AF4 SpdLoadSourceImage(ASU2 p, AU1 slice){return AF4(0.0,0.0,0.0,0.0);}
AF4 SpdLoad(ASU2 p, AU1 slice){return AF4(0.0,0.0,0.0,0.0);}
void SpdStore(ASU2 p, AF4 value, AU1 mip, AU1 slice){}
AF4 SpdLoadIntermediate(AU1 x, AU1 y){return AF4(0.0,0.0,0.0,0.0);}
void SpdStoreIntermediate(AU1 x, AU1 y, AF4 value){}
AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3){return AF4(0.0,0.0,0.0,0.0);}
#endif // #ifdef SPD_PACKED_ONLY
//_____________________________________________________________/\_______________________________________________________________
#if defined(A_GLSL) && !defined(SPD_NO_WAVE_OPERATIONS)
#extension GL_KHR_shader_subgroup_quad:require
#endif
void SpdWorkgroupShuffleBarrier() {
#ifdef A_GLSL
barrier();
#endif
#ifdef A_HLSL
GroupMemoryBarrierWithGroupSync();
#endif
}
// Only last active workgroup should proceed
bool SpdExitWorkgroup(AU1 numWorkGroups, AU1 localInvocationIndex, AU1 slice)
{
// global atomic counter
if (localInvocationIndex == 0)
{
SpdIncreaseAtomicCounter(slice);
}
SpdWorkgroupShuffleBarrier();
return (SpdGetAtomicCounter() != (numWorkGroups - 1));
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// User defined: AF4 SpdReduce4(AF4 v0, AF4 v1, AF4 v2, AF4 v3);
AF4 SpdReduceQuad(AF4 v)
{
#if defined(A_GLSL) && !defined(SPD_NO_WAVE_OPERATIONS)
AF4 v0 = v;
AF4 v1 = subgroupQuadSwapHorizontal(v);
AF4 v2 = subgroupQuadSwapVertical(v);
AF4 v3 = subgroupQuadSwapDiagonal(v);
return SpdReduce4(v0, v1, v2, v3);
#elif defined(A_HLSL) && !defined(SPD_NO_WAVE_OPERATIONS)
// requires SM6.0
AU1 quad = WaveGetLaneIndex() & (~0x3);
AF4 v0 = v;
AF4 v1 = WaveReadLaneAt(v, quad | 1);
AF4 v2 = WaveReadLaneAt(v, quad | 2);
AF4 v3 = WaveReadLaneAt(v, quad | 3);
return SpdReduce4(v0, v1, v2, v3);
/*
// if SM6.0 is not available, you can use the AMD shader intrinsics
// the AMD shader intrinsics are available in AMD GPU Services (AGS) library:
// https://gpuopen.com/amd-gpu-services-ags-library/
// works for DX11
AF4 v0 = v;
AF4 v1;
v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
AF4 v2;
v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
AF4 v3;
v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
return SpdReduce4(v0, v1, v2, v3);
*/
#endif
return v;
}
AF4 SpdReduceIntermediate(AU2 i0, AU2 i1, AU2 i2, AU2 i3)
{
AF4 v0 = SpdLoadIntermediate(i0.x, i0.y);
AF4 v1 = SpdLoadIntermediate(i1.x, i1.y);
AF4 v2 = SpdLoadIntermediate(i2.x, i2.y);
AF4 v3 = SpdLoadIntermediate(i3.x, i3.y);
return SpdReduce4(v0, v1, v2, v3);
}
AF4 SpdReduceLoad4(AU2 i0, AU2 i1, AU2 i2, AU2 i3, AU1 slice)
{
AF4 v0 = SpdLoad(ASU2(i0), slice);
AF4 v1 = SpdLoad(ASU2(i1), slice);
AF4 v2 = SpdLoad(ASU2(i2), slice);
AF4 v3 = SpdLoad(ASU2(i3), slice);
return SpdReduce4(v0, v1, v2, v3);
}
AF4 SpdReduceLoad4(AU2 base, AU1 slice)
{
return SpdReduceLoad4(
AU2(base + AU2(0, 0)),
AU2(base + AU2(0, 1)),
AU2(base + AU2(1, 0)),
AU2(base + AU2(1, 1)),
slice);
}
AF4 SpdReduceLoadSourceImage4(AU2 i0, AU2 i1, AU2 i2, AU2 i3, AU1 slice)
{
AF4 v0 = SpdLoadSourceImage(ASU2(i0), slice);
AF4 v1 = SpdLoadSourceImage(ASU2(i1), slice);
AF4 v2 = SpdLoadSourceImage(ASU2(i2), slice);
AF4 v3 = SpdLoadSourceImage(ASU2(i3), slice);
return SpdReduce4(v0, v1, v2, v3);
}
AF4 SpdReduceLoadSourceImage(AU2 base, AU1 slice)
{
#ifdef SPD_LINEAR_SAMPLER
return SpdLoadSourceImage(ASU2(base), slice);
#else
return SpdReduceLoadSourceImage4(
AU2(base + AU2(0, 0)),
AU2(base + AU2(0, 1)),
AU2(base + AU2(1, 0)),
AU2(base + AU2(1, 1)),
slice);
#endif
}
void SpdDownsampleMips_0_1_Intrinsics(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
AF4 v[4];
ASU2 tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2);
ASU2 pix = ASU2(workGroupID.xy * 32) + ASU2(x, y);
v[0] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[0], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y);
v[1] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[1], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x, y + 16);
v[2] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[2], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y + 16);
v[3] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[3], 0, slice);
if (mip <= 1)
return;
v[0] = SpdReduceQuad(v[0]);
v[1] = SpdReduceQuad(v[1]);
v[2] = SpdReduceQuad(v[2]);
v[3] = SpdReduceQuad(v[3]);
if ((localInvocationIndex % 4) == 0)
{
SpdStore(ASU2(workGroupID.xy * 16) +
ASU2(x/2, y/2), v[0], 1, slice);
SpdStoreIntermediate(
x/2, y/2, v[0]);
SpdStore(ASU2(workGroupID.xy * 16) +
ASU2(x/2 + 8, y/2), v[1], 1, slice);
SpdStoreIntermediate(
x/2 + 8, y/2, v[1]);
SpdStore(ASU2(workGroupID.xy * 16) +
ASU2(x/2, y/2 + 8), v[2], 1, slice);
SpdStoreIntermediate(
x/2, y/2 + 8, v[2]);
SpdStore(ASU2(workGroupID.xy * 16) +
ASU2(x/2 + 8, y/2 + 8), v[3], 1, slice);
SpdStoreIntermediate(
x/2 + 8, y/2 + 8, v[3]);
}
}
void SpdDownsampleMips_0_1_LDS(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
AF4 v[4];
ASU2 tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2);
ASU2 pix = ASU2(workGroupID.xy * 32) + ASU2(x, y);
v[0] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[0], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y);
v[1] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[1], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x, y + 16);
v[2] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[2], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y + 16);
v[3] = SpdReduceLoadSourceImage(tex, slice);
SpdStore(pix, v[3], 0, slice);
if (mip <= 1)
return;
for (int i = 0; i < 4; i++)
{
SpdStoreIntermediate(x, y, v[i]);
SpdWorkgroupShuffleBarrier();
if (localInvocationIndex < 64)
{
v[i] = SpdReduceIntermediate(
AU2(x * 2 + 0, y * 2 + 0),
AU2(x * 2 + 1, y * 2 + 0),
AU2(x * 2 + 0, y * 2 + 1),
AU2(x * 2 + 1, y * 2 + 1)
);
SpdStore(ASU2(workGroupID.xy * 16) + ASU2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice);
}
SpdWorkgroupShuffleBarrier();
}
if (localInvocationIndex < 64)
{
SpdStoreIntermediate(x + 0, y + 0, v[0]);
SpdStoreIntermediate(x + 8, y + 0, v[1]);
SpdStoreIntermediate(x + 0, y + 8, v[2]);
SpdStoreIntermediate(x + 8, y + 8, v[3]);
}
}
void SpdDownsampleMips_0_1(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
SpdDownsampleMips_0_1_LDS(x, y, workGroupID, localInvocationIndex, mip, slice);
#else
SpdDownsampleMips_0_1_Intrinsics(x, y, workGroupID, localInvocationIndex, mip, slice);
#endif
}
void SpdDownsampleMip_2(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 64)
{
AF4 v = SpdReduceIntermediate(
AU2(x * 2 + 0, y * 2 + 0),
AU2(x * 2 + 1, y * 2 + 0),
AU2(x * 2 + 0, y * 2 + 1),
AU2(x * 2 + 1, y * 2 + 1)
);
SpdStore(ASU2(workGroupID.xy * 8) + ASU2(x, y), v, mip, slice);
// store to LDS, try to reduce bank conflicts
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
// ...
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
SpdStoreIntermediate(x * 2 + y % 2, y * 2, v);
}
#else
AF4 v = SpdLoadIntermediate(x, y);
v = SpdReduceQuad(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStore(ASU2(workGroupID.xy * 8) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediate(x + (y/2) % 2, y, v);
}
#endif
}
void SpdDownsampleMip_3(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 16)
{
// x 0 x 0
// 0 0 0 0
// 0 x 0 x
// 0 0 0 0
AF4 v = SpdReduceIntermediate(
AU2(x * 4 + 0 + 0, y * 4 + 0),
AU2(x * 4 + 2 + 0, y * 4 + 0),
AU2(x * 4 + 0 + 1, y * 4 + 2),
AU2(x * 4 + 2 + 1, y * 4 + 2)
);
SpdStore(ASU2(workGroupID.xy * 4) + ASU2(x, y), v, mip, slice);
// store to LDS
// x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0
// ...
// 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0
// ...
// 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x
// ...
SpdStoreIntermediate(x * 4 + y, y * 4, v);
}
#else
if (localInvocationIndex < 64)
{
AF4 v = SpdLoadIntermediate(x * 2 + y % 2,y * 2);
v = SpdReduceQuad(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStore(ASU2(workGroupID.xy * 4) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediate(x * 2 + y/2, y * 2, v);
}
}
#endif
}
void SpdDownsampleMip_4(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 4)
{
// x 0 0 0 x 0 0 0
// ...
// 0 x 0 0 0 x 0 0
AF4 v = SpdReduceIntermediate(
AU2(x * 8 + 0 + 0 + y * 2, y * 8 + 0),
AU2(x * 8 + 4 + 0 + y * 2, y * 8 + 0),
AU2(x * 8 + 0 + 1 + y * 2, y * 8 + 4),
AU2(x * 8 + 4 + 1 + y * 2, y * 8 + 4)
);
SpdStore(ASU2(workGroupID.xy * 2) + ASU2(x, y), v, mip, slice);
// store to LDS
// x x x x 0 ...
// 0 ...
SpdStoreIntermediate(x + y * 2, 0, v);
}
#else
if (localInvocationIndex < 16)
{
AF4 v = SpdLoadIntermediate(x * 4 + y,y * 4);
v = SpdReduceQuad(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStore(ASU2(workGroupID.xy * 2) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediate(x / 2 + y, 0, v);
}
}
#endif
}
void SpdDownsampleMip_5(AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 1)
{
// x x x x 0 ...
// 0 ...
AF4 v = SpdReduceIntermediate(
AU2(0, 0),
AU2(1, 0),
AU2(2, 0),
AU2(3, 0)
);
SpdStore(ASU2(workGroupID.xy), v, mip, slice);
}
#else
if (localInvocationIndex < 4)
{
AF4 v = SpdLoadIntermediate(localInvocationIndex,0);
v = SpdReduceQuad(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStore(ASU2(workGroupID.xy), v, mip, slice);
}
}
#endif
}
void SpdDownsampleMips_6_7(AU1 x, AU1 y, AU1 mips, AU1 slice)
{
ASU2 tex = ASU2(x * 4 + 0, y * 4 + 0);
ASU2 pix = ASU2(x * 2 + 0, y * 2 + 0);
AF4 v0 = SpdReduceLoad4(tex, slice);
SpdStore(pix, v0, 6, slice);
tex = ASU2(x * 4 + 2, y * 4 + 0);
pix = ASU2(x * 2 + 1, y * 2 + 0);
AF4 v1 = SpdReduceLoad4(tex, slice);
SpdStore(pix, v1, 6, slice);
tex = ASU2(x * 4 + 0, y * 4 + 2);
pix = ASU2(x * 2 + 0, y * 2 + 1);
AF4 v2 = SpdReduceLoad4(tex, slice);
SpdStore(pix, v2, 6, slice);
tex = ASU2(x * 4 + 2, y * 4 + 2);
pix = ASU2(x * 2 + 1, y * 2 + 1);
AF4 v3 = SpdReduceLoad4(tex, slice);
SpdStore(pix, v3, 6, slice);
if (mips <= 7) return;
// no barrier needed, working on values only from the same thread
AF4 v = SpdReduce4(v0, v1, v2, v3);
SpdStore(ASU2(x, y), v, 7, slice);
SpdStoreIntermediate(x, y, v);
}
void SpdDownsampleNextFour(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 baseMip, AU1 mips, AU1 slice)
{
if (mips <= baseMip) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_2(x, y, workGroupID, localInvocationIndex, baseMip, slice);
if (mips <= baseMip + 1) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_3(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice);
if (mips <= baseMip + 2) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_4(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice);
if (mips <= baseMip + 3) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_5(workGroupID, localInvocationIndex, baseMip + 3, slice);
}
void SpdDownsample(
AU2 workGroupID,
AU1 localInvocationIndex,
AU1 mips,
AU1 numWorkGroups,
AU1 slice
) {
AU2 sub_xy = ARmpRed8x8(localInvocationIndex % 64);
AU1 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2);
AU1 y = sub_xy.y + 8 * ((localInvocationIndex >> 7));
SpdDownsampleMips_0_1(x, y, workGroupID, localInvocationIndex, mips, slice);
SpdDownsampleNextFour(x, y, workGroupID, localInvocationIndex, 2, mips, slice);
if (mips <= 6) return;
if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice)) return;
SpdResetAtomicCounter(slice);
// After mip 6 there is only a single workgroup left that downsamples the remaining up to 64x64 texels.
SpdDownsampleMips_6_7(x, y, mips, slice);
SpdDownsampleNextFour(x, y, AU2(0,0), localInvocationIndex, 8, mips, slice);
}
void SpdDownsample(
AU2 workGroupID,
AU1 localInvocationIndex,
AU1 mips,
AU1 numWorkGroups,
AU1 slice,
AU2 workGroupOffset
) {
SpdDownsample(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//==============================================================================================================================
// PACKED VERSION
//==============================================================================================================================
#ifdef A_HALF
#ifdef A_GLSL
#extension GL_EXT_shader_subgroup_extended_types_float16:require
#endif
AH4 SpdReduceQuadH(AH4 v)
{
#if defined(A_GLSL) && !defined(SPD_NO_WAVE_OPERATIONS)
AH4 v0 = v;
AH4 v1 = subgroupQuadSwapHorizontal(v);
AH4 v2 = subgroupQuadSwapVertical(v);
AH4 v3 = subgroupQuadSwapDiagonal(v);
return SpdReduce4H(v0, v1, v2, v3);
#elif defined(A_HLSL) && !defined(SPD_NO_WAVE_OPERATIONS)
// requires SM6.0
AU1 quad = WaveGetLaneIndex() & (~0x3);
AH4 v0 = v;
AH4 v1 = WaveReadLaneAt(v, quad | 1);
AH4 v2 = WaveReadLaneAt(v, quad | 2);
AH4 v3 = WaveReadLaneAt(v, quad | 3);
return SpdReduce4H(v0, v1, v2, v3);
/*
// if SM6.0 is not available, you can use the AMD shader intrinsics
// the AMD shader intrinsics are available in AMD GPU Services (AGS) library:
// https://gpuopen.com/amd-gpu-services-ags-library/
// works for DX11
AH4 v0 = v;
AH4 v1;
v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
AH4 v2;
v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
AH4 v3;
v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
return SpdReduce4H(v0, v1, v2, v3);
*/
#endif
return AH4(0.0, 0.0, 0.0, 0.0);
}
AH4 SpdReduceIntermediateH(AU2 i0, AU2 i1, AU2 i2, AU2 i3)
{
AH4 v0 = SpdLoadIntermediateH(i0.x, i0.y);
AH4 v1 = SpdLoadIntermediateH(i1.x, i1.y);
AH4 v2 = SpdLoadIntermediateH(i2.x, i2.y);
AH4 v3 = SpdLoadIntermediateH(i3.x, i3.y);
return SpdReduce4H(v0, v1, v2, v3);
}
AH4 SpdReduceLoad4H(AU2 i0, AU2 i1, AU2 i2, AU2 i3, AU1 slice)
{
AH4 v0 = SpdLoadH(ASU2(i0), slice);
AH4 v1 = SpdLoadH(ASU2(i1), slice);
AH4 v2 = SpdLoadH(ASU2(i2), slice);
AH4 v3 = SpdLoadH(ASU2(i3), slice);
return SpdReduce4H(v0, v1, v2, v3);
}
AH4 SpdReduceLoad4H(AU2 base, AU1 slice)
{
return SpdReduceLoad4H(
AU2(base + AU2(0, 0)),
AU2(base + AU2(0, 1)),
AU2(base + AU2(1, 0)),
AU2(base + AU2(1, 1)),
slice);
}
AH4 SpdReduceLoadSourceImage4H(AU2 i0, AU2 i1, AU2 i2, AU2 i3, AU1 slice)
{
AH4 v0 = SpdLoadSourceImageH(ASU2(i0), slice);
AH4 v1 = SpdLoadSourceImageH(ASU2(i1), slice);
AH4 v2 = SpdLoadSourceImageH(ASU2(i2), slice);
AH4 v3 = SpdLoadSourceImageH(ASU2(i3), slice);
return SpdReduce4H(v0, v1, v2, v3);
}
AH4 SpdReduceLoadSourceImageH(AU2 base, AU1 slice)
{
#ifdef SPD_LINEAR_SAMPLER
return SpdLoadSourceImageH(ASU2(base), slice);
#else
return SpdReduceLoadSourceImage4H(
AU2(base + AU2(0, 0)),
AU2(base + AU2(0, 1)),
AU2(base + AU2(1, 0)),
AU2(base + AU2(1, 1)),
slice);
#endif
}
void SpdDownsampleMips_0_1_IntrinsicsH(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mips, AU1 slice)
{
AH4 v[4];
ASU2 tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2);
ASU2 pix = ASU2(workGroupID.xy * 32) + ASU2(x, y);
v[0] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[0], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y);
v[1] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[1], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x, y + 16);
v[2] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[2], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y + 16);
v[3] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[3], 0, slice);
if (mips <= 1)
return;
v[0] = SpdReduceQuadH(v[0]);
v[1] = SpdReduceQuadH(v[1]);
v[2] = SpdReduceQuadH(v[2]);
v[3] = SpdReduceQuadH(v[3]);
if ((localInvocationIndex % 4) == 0)
{
SpdStoreH(ASU2(workGroupID.xy * 16) + ASU2(x/2, y/2), v[0], 1, slice);
SpdStoreIntermediateH(x/2, y/2, v[0]);
SpdStoreH(ASU2(workGroupID.xy * 16) + ASU2(x/2 + 8, y/2), v[1], 1, slice);
SpdStoreIntermediateH(x/2 + 8, y/2, v[1]);
SpdStoreH(ASU2(workGroupID.xy * 16) + ASU2(x/2, y/2 + 8), v[2], 1, slice);
SpdStoreIntermediateH(x/2, y/2 + 8, v[2]);
SpdStoreH(ASU2(workGroupID.xy * 16) + ASU2(x/2 + 8, y/2 + 8), v[3], 1, slice);
SpdStoreIntermediateH(x/2 + 8, y/2 + 8, v[3]);
}
}
void SpdDownsampleMips_0_1_LDSH(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mips, AU1 slice)
{
AH4 v[4];
ASU2 tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2);
ASU2 pix = ASU2(workGroupID.xy * 32) + ASU2(x, y);
v[0] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[0], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y);
v[1] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[1], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x, y + 16);
v[2] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[2], 0, slice);
tex = ASU2(workGroupID.xy * 64) + ASU2(x * 2 + 32, y * 2 + 32);
pix = ASU2(workGroupID.xy * 32) + ASU2(x + 16, y + 16);
v[3] = SpdReduceLoadSourceImageH(tex, slice);
SpdStoreH(pix, v[3], 0, slice);
if (mips <= 1)
return;
for (int i = 0; i < 4; i++)
{
SpdStoreIntermediateH(x, y, v[i]);
SpdWorkgroupShuffleBarrier();
if (localInvocationIndex < 64)
{
v[i] = SpdReduceIntermediateH(
AU2(x * 2 + 0, y * 2 + 0),
AU2(x * 2 + 1, y * 2 + 0),
AU2(x * 2 + 0, y * 2 + 1),
AU2(x * 2 + 1, y * 2 + 1)
);
SpdStoreH(ASU2(workGroupID.xy * 16) + ASU2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice);
}
SpdWorkgroupShuffleBarrier();
}
if (localInvocationIndex < 64)
{
SpdStoreIntermediateH(x + 0, y + 0, v[0]);
SpdStoreIntermediateH(x + 8, y + 0, v[1]);
SpdStoreIntermediateH(x + 0, y + 8, v[2]);
SpdStoreIntermediateH(x + 8, y + 8, v[3]);
}
}
void SpdDownsampleMips_0_1H(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mips, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
SpdDownsampleMips_0_1_LDSH(x, y, workGroupID, localInvocationIndex, mips, slice);
#else
SpdDownsampleMips_0_1_IntrinsicsH(x, y, workGroupID, localInvocationIndex, mips, slice);
#endif
}
void SpdDownsampleMip_2H(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 64)
{
AH4 v = SpdReduceIntermediateH(
AU2(x * 2 + 0, y * 2 + 0),
AU2(x * 2 + 1, y * 2 + 0),
AU2(x * 2 + 0, y * 2 + 1),
AU2(x * 2 + 1, y * 2 + 1)
);
SpdStoreH(ASU2(workGroupID.xy * 8) + ASU2(x, y), v, mip, slice);
// store to LDS, try to reduce bank conflicts
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
// ...
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
SpdStoreIntermediateH(x * 2 + y % 2, y * 2, v);
}
#else
AH4 v = SpdLoadIntermediateH(x, y);
v = SpdReduceQuadH(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStoreH(ASU2(workGroupID.xy * 8) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediateH(x + (y/2) % 2, y, v);
}
#endif
}
void SpdDownsampleMip_3H(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 16)
{
// x 0 x 0
// 0 0 0 0
// 0 x 0 x
// 0 0 0 0
AH4 v = SpdReduceIntermediateH(
AU2(x * 4 + 0 + 0, y * 4 + 0),
AU2(x * 4 + 2 + 0, y * 4 + 0),
AU2(x * 4 + 0 + 1, y * 4 + 2),
AU2(x * 4 + 2 + 1, y * 4 + 2)
);
SpdStoreH(ASU2(workGroupID.xy * 4) + ASU2(x, y), v, mip, slice);
// store to LDS
// x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0
// ...
// 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0
// ...
// 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x
// ...
SpdStoreIntermediateH(x * 4 + y, y * 4, v);
}
#else
if (localInvocationIndex < 64)
{
AH4 v = SpdLoadIntermediateH(x * 2 + y % 2,y * 2);
v = SpdReduceQuadH(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStoreH(ASU2(workGroupID.xy * 4) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediateH(x * 2 + y/2, y * 2, v);
}
}
#endif
}
void SpdDownsampleMip_4H(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 4)
{
// x 0 0 0 x 0 0 0
// ...
// 0 x 0 0 0 x 0 0
AH4 v = SpdReduceIntermediateH(
AU2(x * 8 + 0 + 0 + y * 2, y * 8 + 0),
AU2(x * 8 + 4 + 0 + y * 2, y * 8 + 0),
AU2(x * 8 + 0 + 1 + y * 2, y * 8 + 4),
AU2(x * 8 + 4 + 1 + y * 2, y * 8 + 4)
);
SpdStoreH(ASU2(workGroupID.xy * 2) + ASU2(x, y), v, mip, slice);
// store to LDS
// x x x x 0 ...
// 0 ...
SpdStoreIntermediateH(x + y * 2, 0, v);
}
#else
if (localInvocationIndex < 16)
{
AH4 v = SpdLoadIntermediateH(x * 4 + y,y * 4);
v = SpdReduceQuadH(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStoreH(ASU2(workGroupID.xy * 2) + ASU2(x/2, y/2), v, mip, slice);
SpdStoreIntermediateH(x / 2 + y, 0, v);
}
}
#endif
}
void SpdDownsampleMip_5H(AU2 workGroupID, AU1 localInvocationIndex, AU1 mip, AU1 slice)
{
#ifdef SPD_NO_WAVE_OPERATIONS
if (localInvocationIndex < 1)
{
// x x x x 0 ...
// 0 ...
AH4 v = SpdReduceIntermediateH(
AU2(0, 0),
AU2(1, 0),
AU2(2, 0),
AU2(3, 0)
);
SpdStoreH(ASU2(workGroupID.xy), v, mip, slice);
}
#else
if (localInvocationIndex < 4)
{
AH4 v = SpdLoadIntermediateH(localInvocationIndex,0);
v = SpdReduceQuadH(v);
// quad index 0 stores result
if (localInvocationIndex % 4 == 0)
{
SpdStoreH(ASU2(workGroupID.xy), v, mip, slice);
}
}
#endif
}
void SpdDownsampleMips_6_7H(AU1 x, AU1 y, AU1 mips, AU1 slice)
{
ASU2 tex = ASU2(x * 4 + 0, y * 4 + 0);
ASU2 pix = ASU2(x * 2 + 0, y * 2 + 0);
AH4 v0 = SpdReduceLoad4H(tex, slice);
SpdStoreH(pix, v0, 6, slice);
tex = ASU2(x * 4 + 2, y * 4 + 0);
pix = ASU2(x * 2 + 1, y * 2 + 0);
AH4 v1 = SpdReduceLoad4H(tex, slice);
SpdStoreH(pix, v1, 6, slice);
tex = ASU2(x * 4 + 0, y * 4 + 2);
pix = ASU2(x * 2 + 0, y * 2 + 1);
AH4 v2 = SpdReduceLoad4H(tex, slice);
SpdStoreH(pix, v2, 6, slice);
tex = ASU2(x * 4 + 2, y * 4 + 2);
pix = ASU2(x * 2 + 1, y * 2 + 1);
AH4 v3 = SpdReduceLoad4H(tex, slice);
SpdStoreH(pix, v3, 6, slice);
if (mips < 8) return;
// no barrier needed, working on values only from the same thread
AH4 v = SpdReduce4H(v0, v1, v2, v3);
SpdStoreH(ASU2(x, y), v, 7, slice);
SpdStoreIntermediateH(x, y, v);
}
void SpdDownsampleNextFourH(AU1 x, AU1 y, AU2 workGroupID, AU1 localInvocationIndex, AU1 baseMip, AU1 mips, AU1 slice)
{
if (mips <= baseMip) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_2H(x, y, workGroupID, localInvocationIndex, baseMip, slice);
if (mips <= baseMip + 1) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_3H(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice);
if (mips <= baseMip + 2) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_4H(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice);
if (mips <= baseMip + 3) return;
SpdWorkgroupShuffleBarrier();
SpdDownsampleMip_5H(workGroupID, localInvocationIndex, baseMip + 3, slice);
}
void SpdDownsampleH(
AU2 workGroupID,
AU1 localInvocationIndex,
AU1 mips,
AU1 numWorkGroups,
AU1 slice
) {
AU2 sub_xy = ARmpRed8x8(localInvocationIndex % 64);
AU1 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2);
AU1 y = sub_xy.y + 8 * ((localInvocationIndex >> 7));
SpdDownsampleMips_0_1H(x, y, workGroupID, localInvocationIndex, mips, slice);
SpdDownsampleNextFourH(x, y, workGroupID, localInvocationIndex, 2, mips, slice);
if (mips < 7) return;
if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice)) return;
SpdResetAtomicCounter(slice);
// After mip 6 there is only a single workgroup left that downsamples the remaining up to 64x64 texels.
SpdDownsampleMips_6_7H(x, y, mips, slice);
SpdDownsampleNextFourH(x, y, AU2(0,0), localInvocationIndex, 8, mips, slice);
}
void SpdDownsampleH(
AU2 workGroupID,
AU1 localInvocationIndex,
AU1 mips,
AU1 numWorkGroups,
AU1 slice,
AU2 workGroupOffset
) {
SpdDownsampleH(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice);
}
#endif // #ifdef A_HALF
#endif // #ifdef A_GPU