You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

50 lines
1.9 KiB

#pragma warning(disable : 3568) // Warning: Unknown pragma
#pragma kernel KWaveformGather
#pragma kernel KWaveformClear
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
// Inputs
RWStructuredBuffer<uint4> _WaveformBuffer;
Texture2D _Source;
float4 _Params; // Width, height, exposure, parade mode
#define GROUP_SIZE_X 16
#define GROUP_SIZE_Y 16
[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
void KWaveformGather(uint2 dispatchThreadId : SV_DispatchThreadID)
{
uint2 size = uint2(_Params.xy);
// Gather local group histogram
if (dispatchThreadId.x >= size.x || dispatchThreadId.y >= size.y)
return;
// We want a gamma-corrected histogram (like Photoshop & all)
const float3 color = LinearToSRGB(saturate(_Source[dispatchThreadId].rgb));
uint3 id;
// Convert channel values to histogram bins
if (_Params.w > 0.f)
{
// With parade enabled, each of the components gets offset from one another
id.x = (uint)round(color.r * (size.y - 1)) + dispatchThreadId.x / 3u * size.y;
id.y = (uint)round(color.g * (size.y - 1)) + (dispatchThreadId.x / 3u + size.x / 3u * 1u) * size.y;
id.z = (uint)round(color.b * (size.y - 1)) + (dispatchThreadId.x / 3u + size.x / 3u * 2u) * size.y;
}
else
id = (uint3)round(color * (size.y - 1)) + dispatchThreadId.x * size.y;
InterlockedAdd(_WaveformBuffer[id.x].x, 1u); // Red
InterlockedAdd(_WaveformBuffer[id.y].y, 1u); // Green
InterlockedAdd(_WaveformBuffer[id.z].z, 1u); // Blue
}
[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
void KWaveformClear(uint2 dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y))
_WaveformBuffer[dispatchThreadId.y * uint(_Params.x) + dispatchThreadId.x] = uint4(0u, 0u, 0u, 0u);
}