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Buffer<float4> Buffer4F : register(t0);
Buffer<int4> Buffer4I : register(t0);
Buffer<uint4> Buffer4UI : register(t0);
struct VS_OUTPUT
{
float4 position : SV_Position;
uint index : TEXCOORD0;
uint slice : LAYER;
};
struct GS_OUTPUT
{
float4 position : SV_Position;
uint index : TEXCOORD0;
uint slice : SV_RenderTargetArrayIndex;
};
cbuffer BufferCopyParams : register(b0)
{
uint FirstPixelOffset;
uint PixelsPerRow;
uint RowStride;
uint RowsPerSlice;
float2 PositionOffset;
float2 PositionScale;
int2 TexLocationOffset;
int2 TexLocationScale;
uint FirstSlice;
}
void ComputePositionAndIndex(uint vertexID, out VS_OUTPUT outVertex)
{
uint PixelsPerSlice = PixelsPerRow * RowsPerSlice;
uint SliceStride = RowStride * RowsPerSlice;
uint slice = vertexID / PixelsPerSlice;
uint sliceOffset = slice * PixelsPerSlice;
uint row = (vertexID - sliceOffset) / PixelsPerRow;
uint col = vertexID - sliceOffset - (row * PixelsPerRow);
float2 coords = float2(float(col), float(row));
outVertex.position = float4(PositionOffset + PositionScale * coords, 0.0f, 1.0f);
outVertex.index = FirstPixelOffset + slice * SliceStride + row * RowStride + col;
outVertex.slice = FirstSlice + slice;
}
void VS_BufferToTexture(in uint vertexID : SV_VertexID, out VS_OUTPUT outVertex)
{
ComputePositionAndIndex(vertexID, outVertex);
}
[maxvertexcount(1)]
void GS_BufferToTexture(point VS_OUTPUT inVertex[1], inout PointStream<GS_OUTPUT> outStream)
{
GS_OUTPUT outVertex;
outVertex.position = inVertex[0].position;
outVertex.index = inVertex[0].index;
outVertex.slice = inVertex[0].slice;
outStream.Append(outVertex);
}
float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4F.Load(inIndex);
}
int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4I.Load(inIndex);
}
uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
{
return Buffer4UI.Load(inIndex);
}
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