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- // RUN: %dxc -E main -T cs_6_0 %s | FileCheck %s
- // CHECK: threadId
- // CHECK: Sqrt
- // CHECK: FMin
- // CHECK: sampleLevel
- // CHECK: sampleLevel
- // CHECK: Round_pi
- // CHECK: sampleLevel
- // CHECK: sampleLevel
- //
- // 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"
- Texture2D<float3> SrcColor : register(t0); // final output color (blurred and temporally blended)
- Texture2D<float2> MotionBuffer : register(t1); // full resolution motion vectors
- Texture2D<float4> PrepBuffer : register(t2); // 1/4 resolution pre-weighted blurred color samples
- RWTexture2D<float3> DstColor : register(u0); // final output color (blurred and temporally blended)
- #ifdef TEMPORAL_UPSAMPLE
- Texture2D<float4> TemporalIn : register(t3); // saved result from last frame
- RWTexture2D<float4> TemporalOut : register(u1); // color to save for next frame including its validity in alpha
- #endif
- SamplerState LinearSampler : register(s0);
- cbuffer c0 : register(b0)
- {
- float2 RcpBufferDim; // 1 / width, 1 / height
- uint MAX_SAMPLE_COUNT;
- float STEP_SIZE;
- }
- [RootSignature(MotionBlur_RootSig)]
- [numthreads( 8, 8, 1 )]
- void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID )
- {
- uint2 st = DTid.xy;
- float2 position = st + 0.5;
- float2 uv = position * RcpBufferDim;
- float2 motionVec = MotionBuffer[st] * 32;
- float3 thisColor = SrcColor[st];
- // Computing speed in this way will set the step size to two-pixel increments in the dominant
- // direction.
- float speed = length(motionVec);
- [branch]
- if (speed >= 4)
- {
- float4 accum = float4(thisColor, 1);
- // Half of the speed goes in each direction
- float halfSampleCount = min(MAX_SAMPLE_COUNT * 0.5, speed * 0.5 / STEP_SIZE);
- // Accumulate low-res, pre-weighted samples, summing their weights in alpha.
- // The center sample is skipped because we are alpha blending onto it in the
- // destination buffer. Only its weight is considered. Accumulating low-res
- // samples is not so egregious because the center weight is still high res.
- // Also, each of the low res samples is comprised of four pre-weighted high-
- // res samples, so they are effectively masked at full resolution.
- float2 deltaUV = motionVec / speed * RcpBufferDim * STEP_SIZE;
- float2 uv1 = uv;
- float2 uv2 = uv;
- // First accumulate the whole samples
- for (float i = halfSampleCount - 1.0; i > 0.0; i -= 1.0)
- {
- accum += PrepBuffer.SampleLevel(LinearSampler, uv1 += deltaUV, 0);
- accum += PrepBuffer.SampleLevel(LinearSampler, uv2 -= deltaUV, 0);
- }
- // This is almost the same as 'frac(halfSampleCount)' replaces 0 with 1.
- float remainder = 1 + halfSampleCount - ceil(halfSampleCount);
- // Then accumulate the fractional samples
- deltaUV *= remainder;
- accum += PrepBuffer.SampleLevel(LinearSampler, uv1 + deltaUV, 0) * remainder;
- accum += PrepBuffer.SampleLevel(LinearSampler, uv2 - deltaUV, 0) * remainder;
- thisColor = accum.rgb / accum.a;
- #ifdef TEMPORAL_UPSAMPLE
- TemporalOut[st] = 0;
- }
- else
- {
- float thisValidity = 1.0 - speed * 0.25;
- float4 prevColor = TemporalIn.SampleLevel( LinearSampler, (position + motionVec) * RcpBufferDim, 0 );
- #if 1
- // 2x super sampling with no feedback
- TemporalOut[st] = float4( thisColor, thisValidity );
- thisColor = lerp( thisColor, prevColor.rgb, 0.5 * min(thisValidity, prevColor.a) );
- #else
- // 4x super sampling via controlled feedback
- thisColor = lerp( thisColor, prevColor.rgb, TemporalBlendFactor * min(thisValidity, prevColor.a));
- TemporalOut[st] = float4( thisColor, thisValidity );
- #endif
- #endif
- }
- DstColor[st] = thisColor;
- }
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