You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
nvidia-texture-tools/extern/CMP_Core/shaders/BC5_Encode_kernel.hlsl

99 lines
3.9 KiB
HLSL

//=====================================================================
// Copyright (c) 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.
//
// File: BC1Encode.hlsl
//--------------------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//--------------------------------------------------------------------------------------
#ifndef ASPM_HLSL
#define ASPM_HLSL
#endif
cbuffer cbCS : register( b0 )
{
uint g_tex_width;
uint g_num_block_x;
uint g_format;
uint g_mode_id;
uint g_start_block_id;
uint g_num_total_blocks;
float g_alpha_weight;
float g_quality;
};
#include "BCn_Common_Kernel.h"
// Source Data
Texture2D g_Input : register( t0 );
StructuredBuffer<uint4> g_InBuff : register( t1 );
// Compressed Output Data
RWStructuredBuffer<uint4> g_OutBuff : register( u0 );
// Processing multiple blocks at a time
#define MAX_USED_THREAD 16 // pixels in a BC (block compressed) block
#define BLOCK_IN_GROUP 4 // the number of BC blocks a thread group processes = 64 / 16 = 4
#define THREAD_GROUP_SIZE 64 // 4 blocks where a block is (BLOCK_SIZE_X x BLOCK_SIZE_Y)
#define BLOCK_SIZE_Y 4
#define BLOCK_SIZE_X 4
groupshared float4 shared_temp[THREAD_GROUP_SIZE];
[numthreads( THREAD_GROUP_SIZE, 1, 1 )]
void EncodeBlocks(uint GI : SV_GroupIndex, uint3 groupID : SV_GroupID)
{
// we process 4 BC blocks per thread group
uint blockInGroup = GI / MAX_USED_THREAD; // what BC block this thread is on within this thread group
uint blockID = g_start_block_id + groupID.x * BLOCK_IN_GROUP + blockInGroup; // what global BC block this thread is on
uint pixelBase = blockInGroup * MAX_USED_THREAD; // the first id of the pixel in this BC block in this thread group
uint pixelInBlock = GI - pixelBase; // id of the pixel in this BC block
uint block_y = blockID / g_num_block_x;
uint block_x = blockID - block_y * g_num_block_x;
uint base_x = block_x * BLOCK_SIZE_X;
uint base_y = block_y * BLOCK_SIZE_Y;
// Load up the pixels
if (pixelInBlock < 16)
{
// load pixels (0..1)
shared_temp[GI] = float4(g_Input.Load( uint3( base_x + pixelInBlock % 4, base_y + pixelInBlock / 4, 0 ) ));
}
GroupMemoryBarrierWithGroupSync();
// Process and save s
if (pixelInBlock == 0)
{
float blockU[16];
float blockV[16];
for ( uint i = 0; i < 16; i ++ )
{
blockU[i] = shared_temp[pixelBase + i].x;
blockV[i] = shared_temp[pixelBase + i].y;
}
g_OutBuff[blockID] = CompressBlockBC5_UNORM(blockU,blockV,g_quality);
}
}