55 lines
1.9 KiB
WebGPU Shading Language
55 lines
1.9 KiB
WebGPU Shading Language
struct Params {
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filterDim : u32,
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blockDim : u32,
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}
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@group(0) @binding(0) var samp : sampler;
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@group(0) @binding(1) var<uniform> params : Params;
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@group(1) @binding(1) var inputTex : texture_2d<f32>;
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@group(1) @binding(2) var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct Flip {
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value : u32,
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}
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@group(1) @binding(3) var<uniform> flip : Flip;
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var<workgroup> tile : array<array<vec3<f32>, 256>, 4>;
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@compute @workgroup_size(64, 1, 1)
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fn main(@builtin(workgroup_id) WorkGroupID : vec3<u32>, @builtin(local_invocation_id) LocalInvocationID : vec3<u32>) {
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let filterOffset : u32 = ((params.filterDim - 1u) / 2u);
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let dims = textureDimensions(inputTex, 0);
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let baseIndex = (((WorkGroupID.xy * vec2(params.blockDim, 4)) + (LocalInvocationID.xy * vec2(4u, 1u))) - vec2(filterOffset, 0));
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for(var r : u32 = 0u; (r < 4u); r = (r + 1u)) {
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for(var c : u32 = 0u; (c < 4u); c = (c + 1u)) {
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var loadIndex = (baseIndex + vec2(c, r));
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if ((flip.value != 0u)) {
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loadIndex = loadIndex.yx;
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}
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tile[r][((4u * LocalInvocationID.x) + c)] = textureSampleLevel(inputTex, samp, ((vec2<f32>(loadIndex) + vec2<f32>(0.25, 0.25)) / vec2<f32>(dims)), 0.0).rgb;
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}
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}
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workgroupBarrier();
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for(var r : u32 = 0u; (r < 4u); r = (r + 1u)) {
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for(var c : u32 = 0u; (c < 4u); c = (c + 1u)) {
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var writeIndex = (baseIndex + vec2(c, r));
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if ((flip.value != 0u)) {
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writeIndex = writeIndex.yx;
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}
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let center : u32 = ((4u * LocalInvocationID.x) + c);
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if ((((center >= filterOffset) && (center < (256u - filterOffset))) && all((writeIndex < dims)))) {
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var acc : vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
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for(var f : u32 = 0u; (f < params.filterDim); f = (f + 1u)) {
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var i : u32 = ((center + f) - filterOffset);
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acc = (acc + ((1.0 / f32(params.filterDim)) * tile[r][i]));
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}
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textureStore(outputTex, writeIndex, vec4<f32>(acc, 1.0));
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}
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}
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}
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}
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