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- #[versions]
- unsigned = "";
- signed = "#define SNORM";
- #[compute]
- #version 450
- #include "CrossPlatformSettings_piece_all.glsl"
- #include "UavCrossPlatform_piece_all.glsl"
- #VERSION_DEFINES
- shared float2 g_minMaxValues[4u * 4u * 4u];
- shared uint2 g_mask[4u * 4u];
- layout(binding = 0) uniform sampler2D srcTex;
- layout(binding = 1, rg32ui) uniform restrict writeonly uimage2D dstTexture;
- layout(push_constant, std430) uniform Params {
- uint p_channelIdx;
- uint p_padding[3];
- }
- params;
- layout(local_size_x = 4, //
- local_size_y = 4, //
- local_size_z = 4) in;
- /// Each block is 16 pixels
- /// Each thread works on 4 pixels
- /// Therefore each block needs 4 threads, generating 8 masks
- /// At the end these 8 masks get merged into 2 and results written to output
- ///
- /// **Q: Why 4 pixels per thread? Why not 1 pixel per thread? Why not 2? Why not 16?**
- ///
- /// A: It's a sweetspot.
- /// - Very short threads cannot fill expensive GPUs with enough work (dispatch bound)
- /// - Lots of threads means lots of synchronization (e.g. evaluating min/max, merging masks)
- /// overhead, and also more LDS usage which reduces occupancy.
- /// - Long threads (e.g. 1 thread per block) misses parallelism opportunities
- void main() {
- float minVal, maxVal;
- float4 srcPixel;
- const uint blockThreadId = gl_LocalInvocationID.x;
- const uint2 pixelsToLoadBase = gl_GlobalInvocationID.yz << 2u;
- for (uint i = 0u; i < 4u; ++i) {
- const uint2 pixelsToLoad = pixelsToLoadBase + uint2(i, blockThreadId);
- const float4 value = OGRE_Load2D(srcTex, int2(pixelsToLoad), 0).xyzw;
- srcPixel[i] = params.p_channelIdx == 0 ? value.x : (params.p_channelIdx == 1 ? value.y : value.w);
- srcPixel[i] *= 255.0f;
- }
- minVal = min3(srcPixel.x, srcPixel.y, srcPixel.z);
- maxVal = max3(srcPixel.x, srcPixel.y, srcPixel.z);
- minVal = min(minVal, srcPixel.w);
- maxVal = max(maxVal, srcPixel.w);
- const uint minMaxIdxBase = (gl_LocalInvocationID.z << 4u) + (gl_LocalInvocationID.y << 2u);
- const uint maskIdxBase = (gl_LocalInvocationID.z << 2u) + gl_LocalInvocationID.y;
- g_minMaxValues[minMaxIdxBase + blockThreadId] = float2(minVal, maxVal);
- g_mask[maskIdxBase] = uint2(0u, 0u);
- memoryBarrierShared();
- barrier();
- // Have all 4 threads in the block grab the min/max value by comparing what all 4 threads uploaded
- for (uint i = 0u; i < 4u; ++i) {
- minVal = min(g_minMaxValues[minMaxIdxBase + i].x, minVal);
- maxVal = max(g_minMaxValues[minMaxIdxBase + i].y, maxVal);
- }
- // determine bias and emit color indices
- // given the choice of maxVal/minVal, these indices are optimal:
- // http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
- float dist = maxVal - minVal;
- float dist4 = dist * 4.0f;
- float dist2 = dist * 2.0f;
- float bias = (dist < 8) ? (dist - 1) : (trunc(dist * 0.5f) + 2);
- bias -= minVal * 7;
- uint mask0 = 0u, mask1 = 0u;
- for (uint i = 0u; i < 4u; ++i) {
- float a = srcPixel[i] * 7.0f + bias;
- int ind = 0;
- // select index. this is a "linear scale" lerp factor between 0 (val=min) and 7 (val=max).
- if (a >= dist4) {
- ind = 4;
- a -= dist4;
- }
- if (a >= dist2) {
- ind += 2;
- a -= dist2;
- }
- if (a >= dist)
- ind += 1;
- // turn linear scale into DXT index (0/1 are extremal pts)
- ind = -ind & 7;
- ind ^= (2 > ind) ? 1 : 0;
- // write index
- const uint bits = 16u + ((blockThreadId << 2u) + i) * 3u;
- if (bits < 32u) {
- mask0 |= uint(ind) << bits;
- if (bits + 3u > 32u) {
- mask1 |= uint(ind) >> (32u - bits);
- }
- } else {
- mask1 |= uint(ind) << (bits - 32u);
- }
- }
- if (mask0 != 0u)
- atomicOr(g_mask[maskIdxBase].x, mask0);
- if (mask1 != 0u)
- atomicOr(g_mask[maskIdxBase].y, mask1);
- memoryBarrierShared();
- barrier();
- if (blockThreadId == 0u) {
- // Save data
- uint2 outputBytes;
- #ifdef SNORM
- outputBytes.x =
- packSnorm4x8(float4(maxVal * (1.0f / 255.0f) * 2.0f - 1.0f,
- minVal * (1.0f / 255.0f) * 2.0f - 1.0f, 0.0f, 0.0f));
- #else
- outputBytes.x = packUnorm4x8(
- float4(maxVal * (1.0f / 255.0f), minVal * (1.0f / 255.0f), 0.0f, 0.0f));
- #endif
- outputBytes.x |= g_mask[maskIdxBase].x;
- outputBytes.y = g_mask[maskIdxBase].y;
- uint2 dstUV = gl_GlobalInvocationID.yz;
- imageStore(dstTexture, int2(dstUV), uint4(outputBytes.xy, 0u, 0u));
- }
- }
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