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/*
* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#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<uint> blockList : register(t0);
Texture3D<uint> blockTable : register(t1);
Texture3D<float4> dataSRV : register(t2);
RWTexture3D<float4> 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;
}
}
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