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Moved Shaders src to CodeWalker.Shaders
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@@ -0,0 +1,63 @@
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Texture2D Input : register( t0 );
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RWStructuredBuffer<float> Result : register( u0 );
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cbuffer cbCS : register( b0 )
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{
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uint4 g_param; // (g_param.x, g_param.y) is the x and y dimensions of the Dispatch call
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// (g_param.z, g_param.w) is the size of the above Input Texture2D
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};
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//#define CS_FULL_PIXEL_REDUCTION // Defining this or not must be the same as in PostProcessor....
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#define blocksize 8
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#define blocksizeY 8
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#define groupthreads (blocksize*blocksizeY)
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groupshared float accum[groupthreads];
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static const float4 LUM_VECTOR = float4(.299, .587, .114, 0);
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[numthreads(blocksize,blocksizeY,1)]
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void main( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
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{
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float4 s =
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#ifdef CS_FULL_PIXEL_REDUCTION
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Input.Load( uint3(DTid.xy , 0) )+
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Input.Load( uint3(DTid.xy + uint2(blocksize*g_param.x, 0), 0) ) +
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Input.Load( uint3(DTid.xy + uint2(0, blocksizeY*g_param.y), 0) ) +
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Input.Load( uint3(DTid.xy + uint2(blocksize*g_param.x, blocksizeY*g_param.y), 0) );
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#else
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Input.Load( uint3((float)DTid.x/81.0f*g_param.z, (float)DTid.y/81.0f*g_param.w, 0) );
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#endif
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accum[GI] = dot( s, LUM_VECTOR );
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// Parallel reduction algorithm follows
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 32 )
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accum[GI] += accum[32+GI];
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 16 )
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accum[GI] += accum[16+GI];
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 8 )
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accum[GI] += accum[8+GI];
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 4 )
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accum[GI] += accum[4+GI];
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 2 )
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accum[GI] += accum[2+GI];
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GroupMemoryBarrierWithGroupSync();
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if ( GI < 1 )
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accum[GI] += accum[1+GI];
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if ( GI == 0 )
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{
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Result[Gid.y*g_param.x+Gid.x] = accum[0];
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}
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}
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