update median filter shaders with risky jumps' optimizations

This commit is contained in:
hunterk 2019-03-21 08:08:42 -05:00
parent a9852e51cd
commit 34ef36ae98
2 changed files with 94 additions and 11 deletions

View file

@ -65,15 +65,27 @@ layout(std140, set = 0, binding = 0) uniform UBO
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
t1 = vTexCoord.xxxy + vec4(-dx, 0, dx, -dy);
t2 = vTexCoord.xxxy + vec4(-dx, 0, dx, 0);
t3 = vTexCoord.xxxy + vec4(-dx, 0, dx, dy);
} }
#pragma stage fragment #pragma stage fragment
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
@ -81,26 +93,26 @@ void main()
{ {
vec3 v[6]; vec3 v[6];
v[0] = texture(Source, vTexCoord.xy + vec2(-1.0, -1.0) * params.SourceSize.zw).rgb; v[0] = texture(Source, t1.xw).rgb;
v[1] = texture(Source, vTexCoord.xy + vec2( 0.0, -1.0) * params.SourceSize.zw).rgb; v[1] = texture(Source, t1.yw).rgb;
v[2] = texture(Source, vTexCoord.xy + vec2(+1.0, -1.0) * params.SourceSize.zw).rgb; v[2] = texture(Source, t1.zw).rgb;
v[3] = texture(Source, vTexCoord.xy + vec2(-1.0, 0.0) * params.SourceSize.zw).rgb; v[3] = texture(Source, t2.xw).rgb;
v[4] = texture(Source, vTexCoord.xy + vec2( 0.0, 0.0) * params.SourceSize.zw).rgb; v[4] = texture(Source, t2.yw).rgb;
v[5] = texture(Source, vTexCoord.xy + vec2(+1.0, 0.0) * params.SourceSize.zw).rgb; v[5] = texture(Source, t2.zw).rgb;
// Starting with a subset of size 6, remove the min and max each time // Starting with a subset of size 6, remove the min and max each time
vec3 temp; vec3 temp;
mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]); mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
v[5] = texture(Source, vTexCoord.xy + vec2(-1.0, +1.0) * params.SourceSize.zw).rgb; v[5] = texture(Source, t3.xw).rgb;
mnmx5(v[1], v[2], v[3], v[4], v[5]); mnmx5(v[1], v[2], v[3], v[4], v[5]);
v[5] = texture(Source, vTexCoord.xy + vec2( 0.0, +1.0) * params.SourceSize.zw).rgb; v[5] = texture(Source, t3.yw).rgb;
mnmx4(v[2], v[3], v[4], v[5]); mnmx4(v[2], v[3], v[4], v[5]);
v[5] = texture(Source, vTexCoord.xy + vec2(+1.0, +1.0) * params.SourceSize.zw).rgb; v[5] = texture(Source, t3.zw).rgb;
mnmx3(v[3], v[4], v[5]); mnmx3(v[3], v[4], v[5]);
FragColor = vec4(v[4], 1.0); FragColor = vec4(v[4], 1.0);

View file

@ -57,15 +57,58 @@ layout(std140, set = 0, binding = 0) uniform UBO
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t01;
layout(location = 2) out vec4 t02;
layout(location = 3) out vec4 t03;
layout(location = 4) out vec4 t04;
layout(location = 5) out vec4 t05;
layout(location = 6) out vec4 t06;
layout(location = 7) out vec4 t07;
layout(location = 8) out vec4 t08;
layout(location = 9) out vec4 t09;
layout(location = 10) out vec4 t10;
layout(location = 11) out vec4 t11;
layout(location = 12) out vec4 t12;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
float dx1 = params.SourceSize.z;
float dx2 = params.SourceSize.z + params.SourceSize.z;
float dy1 = params.SourceSize.w;
float dy2 = params.SourceSize.w + params.SourceSize.w;
t01 = vTexCoord.xyxy + vec4(-dx2, -dy2, -dx1, -dy2);
t02 = vTexCoord.xyxy + vec4( 0, -dy2, dx1, -dy2);
t03 = vTexCoord.xyxy + vec4( dx2, -dy2, -dx2, -dy1);
t04 = vTexCoord.xyxy + vec4(-dx1, -dy1, 0, -dy1);
t05 = vTexCoord.xyxy + vec4( dx1, -dy1, dx2, -dy1);
t06 = vTexCoord.xyxy + vec4(-dx2, 0, -dx1, 0);
t07 = vTexCoord.xyxy + vec4( dx1, 0, dx2, 0);
t08 = vTexCoord.xyxy + vec4(-dx2, dy1, -dx1, dy1);
t09 = vTexCoord.xyxy + vec4( 0, dy1, dx1, dy1);
t10 = vTexCoord.xyxy + vec4( dx2, dy1, -dx2, dy2);
t11 = vTexCoord.xyxy + vec4(-dx1, dy2, 0, dy2);
t12 = vTexCoord.xyxy + vec4( dx1, dy2, dx2, dy2);
} }
#pragma stage fragment #pragma stage fragment
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t01;
layout(location = 2) in vec4 t02;
layout(location = 3) in vec4 t03;
layout(location = 4) in vec4 t04;
layout(location = 5) in vec4 t05;
layout(location = 6) in vec4 t06;
layout(location = 7) in vec4 t07;
layout(location = 8) in vec4 t08;
layout(location = 9) in vec4 t09;
layout(location = 10) in vec4 t10;
layout(location = 11) in vec4 t11;
layout(location = 12) in vec4 t12;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
@ -73,17 +116,45 @@ void main()
{ {
vec3 v[25]; vec3 v[25];
/*
// Add the pixels which make up our window to the pixel array. // Add the pixels which make up our window to the pixel array.
for(int dX = -2; dX <= 2; ++dX) { for(int dX = -2; dX <= 2; ++dX) {
for(int dY = -2; dY <= 2; ++dY) { for(int dY = -2; dY <= 2; ++dY) {
vec2 offset = vec2(float(dX), float(dY)); vec2 offset = vec2(float(dX), float(dY));
// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the // pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
// bottom right pixel of the window at pixel[N-1]. // bottom right pixel of the window at pixel[N-1].
v[(dX + 2) * 5 + (dY + 2)] = texture(Source, vTexCoord.xy + offset * params.SourceSize.zw).rgb; v[(dX + 2) * 5 + (dY + 2)] = texture(Source, vTexCoord.xy + offset * params.SourceSize.zw).rgb;
} }
} }
*/
v[0] = texture(Source, t01.xy).rgb;
v[5] = texture(Source, t01.zw).rgb;
v[10] = texture(Source, t02.xy).rgb;
v[15] = texture(Source, t02.zw).rgb;
v[20] = texture(Source, t03.xy).rgb;
v[1] = texture(Source, t03.zw).rgb;
v[6] = texture(Source, t04.xy).rgb;
v[11] = texture(Source, t04.zw).rgb;
v[16] = texture(Source, t05.xy).rgb;
v[21] = texture(Source, t05.zw).rgb;
v[2] = texture(Source, t06.xy).rgb;
v[7] = texture(Source, t06.zw).rgb;
v[12] = texture(Source, vTexCoord.xy).rgb;
v[17] = texture(Source, t07.xy).rgb;
v[22] = texture(Source, t07.zw).rgb;
v[3] = texture(Source, t08.xy).rgb;
v[8] = texture(Source, t08.zw).rgb;
v[13] = texture(Source, t09.xy).rgb;
v[18] = texture(Source, t09.zw).rgb;
v[23] = texture(Source, t10.xy).rgb;
v[4] = texture(Source, t10.zw).rgb;
v[9] = texture(Source, t11.xy).rgb;
v[14] = texture(Source, t11.zw).rgb;
v[19] = texture(Source, t12.xy).rgb;
v[24] = texture(Source, t12.zw).rgb;
vec3 temp; vec3 temp;