102 lines
4.1 KiB
HLSL
102 lines
4.1 KiB
HLSL
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//=====================================================================
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// Copyright (c) 2020 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// File: BC1Encode.hlsl
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//--------------------------------------------------------------------------------------
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//--------------------------------------------------------------------------------------
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#ifndef ASPM_HLSL
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#define ASPM_HLSL
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#endif
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cbuffer cbCS : register( b0 )
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{
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uint g_tex_width;
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uint g_num_block_x;
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uint g_format;
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uint g_mode_id;
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uint g_start_block_id;
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uint g_num_total_blocks;
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float g_alpha_weight;
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float g_quality;
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};
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#include "BCn_Common_Kernel.h"
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// Source Data
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Texture2D g_Input : register( t0 );
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StructuredBuffer<uint4> g_InBuff : register( t1 );
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// Compressed Output Data
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RWStructuredBuffer<uint4> g_OutBuff : register( u0 );
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// Processing multiple blocks at a time
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#define MAX_USED_THREAD 16 // pixels in a BC (block compressed) block
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#define BLOCK_IN_GROUP 4 // the number of BC blocks a thread group processes = 64 / 16 = 4
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#define THREAD_GROUP_SIZE 64 // 4 blocks where a block is (BLOCK_SIZE_X x BLOCK_SIZE_Y)
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#define BLOCK_SIZE_Y 4
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#define BLOCK_SIZE_X 4
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groupshared float4 shared_temp[THREAD_GROUP_SIZE];
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[numthreads( THREAD_GROUP_SIZE, 1, 1 )]
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void EncodeBlocks(uint GI : SV_GroupIndex, uint3 groupID : SV_GroupID)
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{
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// we process 4 BC blocks per thread group
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uint blockInGroup = GI / MAX_USED_THREAD; // what BC block this thread is on within this thread group
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uint blockID = g_start_block_id + groupID.x * BLOCK_IN_GROUP + blockInGroup; // what global BC block this thread is on
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uint pixelBase = blockInGroup * MAX_USED_THREAD; // the first id of the pixel in this BC block in this thread group
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uint pixelInBlock = GI - pixelBase; // id of the pixel in this BC block
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uint block_y = blockID / g_num_block_x;
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uint block_x = blockID - block_y * g_num_block_x;
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uint base_x = block_x * BLOCK_SIZE_X;
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uint base_y = block_y * BLOCK_SIZE_Y;
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// Load up the pixels
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if (pixelInBlock < 16)
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{
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// load pixels (0..1)
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shared_temp[GI] = float4(g_Input.Load( uint3( base_x + pixelInBlock % 4, base_y + pixelInBlock / 4, 0 ) ));
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}
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GroupMemoryBarrierWithGroupSync();
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// Process and save s
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if (pixelInBlock == 0)
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{
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float3 blockRGB[16];
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float blockA[16];
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for (int i = 0; i < 16; i++ )
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{
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blockRGB[i].x = shared_temp[pixelBase + i].x;
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blockRGB[i].y = shared_temp[pixelBase + i].y;
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blockRGB[i].z = shared_temp[pixelBase + i].z;
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blockA[i] = shared_temp[pixelBase + i].w;
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}
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g_OutBuff[blockID] = CompressBlockBC3_UNORM(blockRGB,blockA, g_quality,false);
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}
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}
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