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#pragma warning(disable : 3568) // Warning: Unknown pragma
#pragma kernel KVectorscopeGather
#pragma kernel KVectorscopeClear
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
// Inputs
RWStructuredBuffer<uint> _VectorscopeBuffer;
Texture2D<float4> _Source;
uint _BufferSize;
#define GROUP_SIZE_X 16
#define GROUP_SIZE_Y 16
[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
void KVectorscopeGather(uint2 dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId.x >= uint(_ScreenSize.x) || dispatchThreadId.y >= uint(_ScreenSize.y))
return;
const float3 yuv = RGBToYCoCg(LinearToSRGB(saturate(_Source[dispatchThreadId].xyz)));
const uint2 uv = uint2(
(uint)floor(yuv.y * _BufferSize),
(uint)floor(yuv.z * _BufferSize)
);
InterlockedAdd(_VectorscopeBuffer[uv.y * _BufferSize + uv.x], 1u);
}
[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
void KVectorscopeClear(uint2 dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId.x < _BufferSize && dispatchThreadId.y < _BufferSize)
_VectorscopeBuffer[dispatchThreadId.y * _BufferSize + dispatchThreadId.x] = 0u;
}