Added slang shaders for additional compute samples

This commit is contained in:
Sascha Willems 2025-05-19 19:51:43 +02:00
parent 80ff4a41d2
commit 829118736f
8 changed files with 460 additions and 2 deletions

View file

@ -0,0 +1,34 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import shared;
[shader("compute")]
[numthreads(16, 16, 1)]
void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
{
float imageData[9];
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
imageData[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float kernel[9];
kernel[0] = -1.0/8.0; kernel[1] = -1.0/8.0; kernel[2] = -1.0/8.0;
kernel[3] = -1.0/8.0; kernel[4] = 1.0; kernel[5] = -1.0/8.0;
kernel[6] = -1.0/8.0; kernel[7] = -1.0/8.0; kernel[8] = -1.0/8.0;
float4 res = float4(conv(kernel, imageData, 0.1, 0.0).xxx, 1.0);
resultImage[int2(GlobalInvocationID.xy)] = res;
}

View file

@ -0,0 +1,34 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import shared;
[shader("compute")]
[numthreads(16, 16, 1)]
void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
{
float imageData[9];
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
imageData[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float kernel[9];
kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0;
kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0;
kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0;
float4 res = float4(conv(kernel, imageData, 1.0, 0.50).xxx, 1.0);
resultImage[int2(GlobalInvocationID.xy)] = res;
}

View file

@ -0,0 +1,20 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
module shared;
public Texture2D inputImage;
public RWTexture2D<float4> resultImage;
public float conv(in float kernel[9], in float data[9], in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return saturate(res/denom + offset);
}

View file

@ -0,0 +1,43 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
import shared;
[shader("compute")]
[numthreads(16, 16, 1)]
void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
{
float r[9];
float g[9];
float b[9];
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
r[n] = rgb.r;
g[n] = rgb.g;
b[n] = rgb.b;
}
}
float kernel[9];
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = 9.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
float4 res = float4(
conv(kernel, r, 1.0, 0.0),
conv(kernel, g, 1.0, 0.0),
conv(kernel, b, 1.0, 0.0),
1.0);
resultImage[int2(GlobalInvocationID.xy)] = res;
}

View file

@ -0,0 +1,41 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColor.Sample(input.UV);
}