// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2014-2021 NVIDIA Corporation. All rights reserved. #define THREAD_DIM_X 8 #define THREAD_DIM_Y 8 #define THREAD_DIM_Z 8 typedef uint4 NvFlowUint4; typedef float4 NvFlowFloat4; /// Begin Samplers supplied by ComputeContext SamplerState borderSampler : register(s0); SamplerState borderPointSampler : register(s1); SamplerState wrapSampler : register(s2); SamplerState wrapPointSampler : register(s3); SamplerState clampSampler : register(s4); SamplerState clampPointSampler : register(s5); /// End Samplers supplied by ComputeContext #include "../DemoApp/flowShaderParams.h" cbuffer params : register(b0) { NvFlowShaderPointParams customEmitParams; NvFlowUint4 minVidx; NvFlowUint4 maxVidx; NvFlowFloat4 targetValue; NvFlowFloat4 blendRate; }; Buffer blockList : register(t0); Texture3D blockTable : register(t1); Texture3D dataSRV : register(t2); RWTexture3D dataUAV : register(u0); NV_FLOW_DISPATCH_ID_TO_VIRTUAL(blockList, customEmitParams); NV_FLOW_VIRTUAL_TO_REAL(VirtualToReal, blockTable, customEmitParams); [numthreads(THREAD_DIM_X, THREAD_DIM_Y, THREAD_DIM_Z)] void customEmitEmitCS(uint3 tidx : SV_DispatchThreadID) { //int3 vidx = DispatchIDToVirtual(tidx); int3 vidx = tidx.xyz + minVidx.xyz; if (all(vidx >= int3(minVidx.xyz)) && all(vidx < int3(maxVidx.xyz))) { int3 ridx = VirtualToReal(vidx); float4 value = dataSRV[ridx]; value = (1.f.xxxx - blendRate) * value + blendRate * targetValue; dataUAV[ridx] = value; } }