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renderdoc/renderdoc/data/glsl/minmaxresult.comp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#if defined(OPENGL_CORE)
#extension GL_ARB_compute_shader : require
#extension GL_ARB_shader_storage_buffer_object : require
// safe to assume this extension in compute shaders as it pre-dates compute shaders
#extension GL_ARB_shading_language_420pack : require
#endif
#define HISTOGRAM_UBO
#include "glsl_ubos.h"
layout(binding = 0, std140) writeonly buffer minmaxresultdest
{
#if UINT_TEX
uvec4 result[2];
#elif SINT_TEX
ivec4 result[2];
#else
vec4 result[2];
#endif
}
dest;
layout(binding = 1, std140) readonly buffer minmaxtilesrc
{
#if UINT_TEX
uvec4 tiles[];
#elif SINT_TEX
ivec4 tiles[];
#else
vec4 tiles[];
#endif
}
src;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
uvec3 texDim = uvec3(histogram_minmax.HistogramTextureResolution);
uint blocksX = uint(ceil(float(texDim.x) / float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK)));
uint blocksY = uint(ceil(float(texDim.y) / float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK)));
#if UINT_TEX
uvec4 minvalU = src.tiles[0];
uvec4 maxvalU = src.tiles[1];
#elif SINT_TEX
ivec4 minvalI = src.tiles[0];
ivec4 maxvalI = src.tiles[1];
#else
vec4 minvalF = src.tiles[0];
vec4 maxvalF = src.tiles[1];
#endif
// i is the tile we're looking at
for(uint i = 1u; i < blocksX * blocksY * HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK; i++)
{
uint blockIdx = i / (HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK);
uint tileIdx = i % (HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK);
// which block and tile is this in
uvec2 blockXY = uvec2(blockIdx % blocksX, blockIdx / blocksX);
uvec2 tileXY = uvec2(tileIdx % HGRAM_TILES_PER_BLOCK, tileIdx / HGRAM_TILES_PER_BLOCK);
// if this is at least partially within the texture, include it.
if(blockXY.x * (HGRAM_TILES_PER_BLOCK * HGRAM_PIXELS_PER_TILE) + tileXY.x * HGRAM_PIXELS_PER_TILE <
texDim.x &&
blockXY.y * (HGRAM_TILES_PER_BLOCK * HGRAM_PIXELS_PER_TILE) + tileXY.y * HGRAM_PIXELS_PER_TILE <
texDim.y)
{
#if UINT_TEX
minvalU = min(minvalU, src.tiles[i * 2u + 0u]);
maxvalU = max(maxvalU, src.tiles[i * 2u + 1u]);
#elif SINT_TEX
minvalI = min(minvalI, src.tiles[i * 2u + 0u]);
maxvalI = max(maxvalI, src.tiles[i * 2u + 1u]);
#else
minvalF = min(minvalF, src.tiles[i * 2u + 0u]);
maxvalF = max(maxvalF, src.tiles[i * 2u + 1u]);
#endif
}
}
#if UINT_TEX
dest.result[0] = minvalU;
dest.result[1] = maxvalU;
#elif SINT_TEX
dest.result[0] = minvalI;
dest.result[1] = maxvalI;
#else
dest.result[0] = minvalF;
dest.result[1] = maxvalF;
#endif
}