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119 lines
3.6 KiB
Plaintext
119 lines
3.6 KiB
Plaintext
#version 450
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/*
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3x3 Median optimized for GeForce 8800
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Morgan McGuire and Kyle Whitson
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Williams College
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Register allocation tips by Victor Huang Xiaohuang
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University of Illinois at Urbana-Champaign
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define mn3(a, b, c) s2(a, b); s2(a, c);
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#define mx3(a, b, c) s2(b, c); s2(a, c);
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#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
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#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
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#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
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#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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t1 = vTexCoord.xxxy + vec4(-dx, 0, dx, -dy);
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t2 = vTexCoord.xxxy + vec4(-dx, 0, dx, 0);
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t3 = vTexCoord.xxxy + vec4(-dx, 0, dx, dy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 v[6];
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v[0] = texture(Source, t1.xw).rgb;
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v[1] = texture(Source, t1.yw).rgb;
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v[2] = texture(Source, t1.zw).rgb;
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v[3] = texture(Source, t2.xw).rgb;
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v[4] = texture(Source, t2.yw).rgb;
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v[5] = texture(Source, t2.zw).rgb;
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// Starting with a subset of size 6, remove the min and max each time
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vec3 temp;
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mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
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v[5] = texture(Source, t3.xw).rgb;
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mnmx5(v[1], v[2], v[3], v[4], v[5]);
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v[5] = texture(Source, t3.yw).rgb;
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mnmx4(v[2], v[3], v[4], v[5]);
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v[5] = texture(Source, t3.zw).rgb;
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mnmx3(v[3], v[4], v[5]);
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FragColor = vec4(v[4], 1.0);
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} |