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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
commit79b3462799c28af8ba586349bd671b1b56e72353 (patch)
tree3b06e36c390254c0dc7f3733a0d32af213d87293 /demo/ocean_psm.fx
downloadwaveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz
waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip
Initial commit with PS4 and XBone stuff trimmed.
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// 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. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. 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 � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// 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.
+//
+
+#include "ocean_shader_common.h"
+
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+Texture3D g_PSMMap;
+RWTexture3D<uint> g_PSMPropagationMapUAV;
+
+//------------------------------------------------------------------------------------
+// Constants
+//------------------------------------------------------------------------------------
+static const float2 kQuadCornerUVs[] = {
+ float2(0.f,0.f),
+ float2(0.f,1.f),
+ float2(1.f,0.f),
+ float2(1.f,1.f)
+};
+
+//-----------------------------------------------------------------------------------
+// Texture & Samplers
+//-----------------------------------------------------------------------------------
+SamplerState g_SamplerPSMUI
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+};
+
+//--------------------------------------------------------------------------------------
+// DepthStates
+//--------------------------------------------------------------------------------------
+DepthStencilState NoDepthStencil
+{
+ DepthEnable = FALSE;
+ StencilEnable = FALSE;
+};
+
+//--------------------------------------------------------------------------------------
+// RasterStates
+//--------------------------------------------------------------------------------------
+RasterizerState SolidNoCull
+{
+ FillMode = SOLID;
+ CullMode = NONE;
+
+ MultisampleEnable = True;
+};
+
+//--------------------------------------------------------------------------------------
+// BlendStates
+//--------------------------------------------------------------------------------------
+BlendState Opaque
+{
+ BlendEnable[0] = FALSE;
+ RenderTargetWriteMask[0] = 0xF;
+};
+
+//--------------------------------------------------------------------------------------
+// Structs
+//--------------------------------------------------------------------------------------
+struct VS_UI_OUT
+{
+ float4 position : SV_Position;
+ float2 uv : TEXCOORD;
+};
+
+//--------------------------------------------------------------------------------------
+// Functions
+//--------------------------------------------------------------------------------------
+VS_UI_OUT QuadToUIVS(uint vID : SV_VertexID) {
+
+ VS_UI_OUT o;
+ o.uv = kQuadCornerUVs[vID % 4];
+ o.position.xy = 0.5 * o.uv - 1.f;
+ o.position.z = 0.5f;
+ o.position.w = 1.f;
+
+ return o;
+}
+
+float4 PSMToUIPS(VS_UI_OUT i) : SV_Target
+{
+ int PSMMapW, PSMMapH, PSMMapD;
+ g_PSMMap.GetDimensions(PSMMapW, PSMMapH, PSMMapD);
+
+ float tile_wh = ceil(sqrt(float(PSMMapD)));
+ float2 tile_coord = i.uv * tile_wh;
+ float2 tile_xy = floor(tile_coord);
+ float2 within_tile_xy = frac(tile_coord);
+
+ float slice = (tile_xy.y * tile_wh + tile_xy.x);
+
+ return g_PSMMap.Sample(g_SamplerPSMUI,float3(within_tile_xy,slice/float(PSMMapD)));
+}
+
+[numthreads(PSMPropagationCSBlockSize,PSMPropagationCSBlockSize,1)]
+void PSMPropagationCS( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
+{
+ uint PSMMapW, PSMMapH, PSMMapD;
+ g_PSMPropagationMapUAV.GetDimensions(PSMMapW, PSMMapH, PSMMapD);
+
+ // TBD: Would it be worth doing away with this by insisting on multiple-of-block-size dims?
+ if(DTid.x >= PSMMapW || DTid.y >= PSMMapH)
+ return;
+
+ float AccumulatedOpacity = 1.f;
+ uint2 PixelCoords = DTid.xy;
+
+ /*
+ // Early-out if there is no coverage on this coverage slice
+ float Coverage = g_PSMCoverageTexture[int2(PixelCoords/PSM_COVERAGE_MULTIPLIER)].r;
+ if(Coverage == 0.f)
+ return;
+ */
+
+ // Skip layer 0, which is reserved for coverage
+ for(uint layer = 1; layer < PSMMapD; ++layer)
+ {
+ uint ReadVal = g_PSMPropagationMapUAV[int3(PixelCoords,layer)];
+ uint RReadVal = ReadVal & 0x0000FFFF;
+ uint GReadVal = ReadVal >> 16;
+ float LocalOpacity1 = float(RReadVal) * 1.f/65535.f;
+ float LocalOpacity2 = float(GReadVal) * 1.f/65535.f;
+ float AccumulatedOpacityTemp = AccumulatedOpacity * LocalOpacity1;
+ AccumulatedOpacity = AccumulatedOpacityTemp * LocalOpacity2;
+ if(AccumulatedOpacity < 1.f)
+ {
+ uint RWriteVal = 65535.f * AccumulatedOpacityTemp;
+ uint GWriteVal = 65535.f * AccumulatedOpacity;
+ uint WriteVal = RWriteVal + (GWriteVal << 16);
+ g_PSMPropagationMapUAV[int3(PixelCoords,layer)] = WriteVal;
+ }
+ }
+}
+
+//--------------------------------------------------------------------------------------
+// Techniques
+//--------------------------------------------------------------------------------------
+
+technique11 PropagatePSMTech
+{
+ pass
+ {
+ SetVertexShader( NULL );
+ SetGeometryShader( NULL );
+ SetHullShader( NULL );
+ SetDomainShader( NULL );
+ SetPixelShader( NULL );
+ SetComputeShader( CompileShader( cs_5_0, PSMPropagationCS() ) );
+ }
+}
+
+technique11 RenderPSMToUITech
+{
+ pass
+ {
+ SetVertexShader( CompileShader( vs_4_0, QuadToUIVS() ) );
+ SetGeometryShader( NULL );
+ SetHullShader( NULL );
+ SetDomainShader( NULL );
+ SetPixelShader( CompileShader( ps_4_0, PSMToUIPS() ) );
+
+ SetDepthStencilState( NoDepthStencil, 0 );
+ SetRasterizerState( SolidNoCull );
+ SetBlendState( Opaque, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
+ }
+}