// RUN: %dxc -E main -T cs_6_0 %s | FileCheck %s // CHECK: threadId // CHECK: textureLoad // CHECK: textureStore // // Copyright (c) Microsoft. All rights reserved. // This code is licensed under the MIT License (MIT). // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT. // // Developed by Minigraph // // Author: James Stanard // #include "MotionBlurRS.hlsli" // We can use the original depth buffer or a linearized one. In this case, we use linear Z because // we have discarded the 32-bit depth buffer but still retain a 16-bit linear buffer (previously // used by SSAO.) Note that hyperbolic Z is reversed by default (TBD) for increased precision, so // its Z=0 maps to the far plane. With linear Z, Z=0 maps to the eye position. Both extend to Z=1. #define USE_LINEAR_Z Texture2D DepthBuffer : register(t0); RWTexture2D ReprojectionBuffer : register(u0); cbuffer ConstantBuffer_x : register(b1) { matrix CurToPrevXForm; } [RootSignature(MotionBlur_RootSig)] [numthreads( 8, 8, 1 )] void main( uint3 DTid : SV_DispatchThreadID ) { uint2 st = DTid.xy; float2 CurPixel = st + 0.5; float Depth = DepthBuffer[st]; #ifdef USE_LINEAR_Z float4 HPos = float4( CurPixel * Depth, 1.0, Depth ); #else float4 HPos = float4( CurPixel, Depth, 1.0 ); #endif float4 PrevHPos = mul( CurToPrevXForm, HPos ); ReprojectionBuffer[st] = PrevHPos.xy / PrevHPos.w - CurPixel; }