SamplerState samp : register(s0, space0); cbuffer cbuffer_params : register(b1, space0) { uint4 params[1]; }; Texture2D inputTex : register(t1, space1); RWTexture2D outputTex : register(u2, space1); cbuffer cbuffer_flip : register(b3, space1) { uint4 flip[1]; }; groupshared float3 tile[4][256]; struct tint_symbol_1 { uint3 LocalInvocationID : SV_GroupThreadID; uint local_invocation_index : SV_GroupIndex; uint3 WorkGroupID : SV_GroupID; }; [numthreads(64, 1, 1)] void main(tint_symbol_1 tint_symbol) { const uint3 WorkGroupID = tint_symbol.WorkGroupID; const uint3 LocalInvocationID = tint_symbol.LocalInvocationID; const uint local_invocation_index = tint_symbol.local_invocation_index; if ((local_invocation_index == 0u)) { { for(int i_1 = 0; (i_1 < 4); i_1 = (i_1 + 1)) { { for(int i_2 = 0; (i_2 < 256); i_2 = (i_2 + 1)) { tile[i_1][i_2] = float3(0.0f, 0.0f, 0.0f); } } } } } GroupMemoryBarrierWithGroupSync(); const uint filterOffset = ((params[0].x - 1u) / 2u); int3 tint_tmp; inputTex.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z); const int2 dims = tint_tmp.xy; const int2 baseIndex = (int2(((WorkGroupID.xy * uint2(params[0].y, 4u)) + (LocalInvocationID.xy * uint2(4u, 1u)))) - int2(int(filterOffset), 0)); { for(uint r = 0u; (r < 4u); r = (r + 1u)) { { for(uint c = 0u; (c < 4u); c = (c + 1u)) { int2 loadIndex = (baseIndex + int2(int(c), int(r))); if ((flip[0].x != 0u)) { loadIndex = loadIndex.yx; } tile[r][((4u * LocalInvocationID.x) + c)] = inputTex.SampleLevel(samp, ((float2(loadIndex) + float2(0.25f, 0.25f)) / float2(dims)), 0.0f).rgb; } } } } GroupMemoryBarrierWithGroupSync(); { for(uint r = 0u; (r < 4u); r = (r + 1u)) { { for(uint c = 0u; (c < 4u); c = (c + 1u)) { int2 writeIndex = (baseIndex + int2(int(c), int(r))); if ((flip[0].x != 0u)) { writeIndex = writeIndex.yx; } const uint center = ((4u * LocalInvocationID.x) + c); bool tint_tmp_2 = (center >= filterOffset); if (tint_tmp_2) { tint_tmp_2 = (center < (256u - filterOffset)); } bool tint_tmp_1 = (tint_tmp_2); if (tint_tmp_1) { tint_tmp_1 = all((writeIndex < dims)); } if ((tint_tmp_1)) { float3 acc = float3(0.0f, 0.0f, 0.0f); { for(uint f = 0u; (f < params[0].x); f = (f + 1u)) { uint i = ((center + f) - filterOffset); acc = (acc + ((1.0f / float(params[0].x)) * tile[r][i])); } } outputTex[writeIndex] = float4(acc, 1.0f); } } } } } return; }