Add shaders re-implemented in HLSL

These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
Texture2D inputImage : register(t0);
RWTexture2D<float4> resultImage : register(u1);
float conv(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);
}
[numthreads(16, 16, 1)]
void main(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;
}

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// Copyright 2020 Google LLC
Texture2D inputImage : register(t0);
RWTexture2D<float4> resultImage : register(u1);
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);
}
[numthreads(16, 16, 1)]
void main(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;
}

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// Copyright 2020 Google LLC
Texture2D inputImage : register(t0);
RWTexture2D<float4> resultImage : register(u1);
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);
}
[numthreads(16, 16, 1)]
void main(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;
}

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
return textureColor.Sample(samplerColor, inUV);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}