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cPingPong.fx
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cPingPong.fx
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/*
Ping-Pong gaussian blur shader, for BlueSkyDefender
BSD 3-Clause License
Copyright (c) 2022, Paul Dang <[email protected]>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
uniform int _Radius <
ui_min = 1;
ui_type = "drag";
> = 1;
#ifndef ENABLE_PINGPONG
#define ENABLE_PINGPONG 1
#endif
texture2D Render_Color : COLOR;
sampler2D Sample_Color
{
Texture = Render_Color;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBTexture = TRUE;
#endif
};
texture2D Render_Buffer_A
{
Width = BUFFER_WIDTH / 2;
Height = BUFFER_HEIGHT / 2;
Format = RGBA8;
};
sampler2D Sample_Buffer_A
{
Texture = Render_Buffer_A;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBTexture = TRUE;
#endif
};
texture2D Render_Buffer_B
{
Width = BUFFER_WIDTH / 2;
Height = BUFFER_HEIGHT / 2;
Format = RGBA8;
};
sampler2D Sample_Buffer_B
{
Texture = Render_Buffer_B;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBTexture = TRUE;
#endif
};
// Vertex shaders
void Basic_VS(in uint ID : SV_VERTEXID, out float4 Position : SV_POSITION, out float2 TexCoord : TEXCOORD0)
{
TexCoord.x = (ID == 2) ? 2.0 : 0.0;
TexCoord.y = (ID == 1) ? 2.0 : 0.0;
Position = float4(TexCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
// Pixel Shaders
/*
Why is this method called ping-ponging?
Answer: https://diplomacy.state.gov/u-s-diplomacy-stories/ping-pong-diplomacy/
The game of ping-pong involves two players hitting a ball back-and-forth
We can apply this logic to shader programming by setting up
1. The 2 players (textures)
- One texture will be the hitter (texture we sample from), the other the receiver (texture we write to)
- The roles for both textures will switch at each pass
2. The ball (the texels in the pixel shader)
3. The way the player hits the ball (PixelShader)
This shader's technique is an example of the 2 steps above
Pregame: Set up 2 players (Render_Buffer_A and Render_Buffer_B)
PingPong1: Render_Buffer_A hits (Horizontal_Blur_0_PS) to Render_Buffer_B
PingPong2: Render_Buffer_B hits (Vertical_Blur_0_PS) to Render_Buffer_A
PingPong3: Render_Buffer_A hits (Horizontal_Blur_1_PS) to Render_Buffer_B
PingPong4: Render_Buffer_B hits (Vertical_Blur_1_PS) to Render_Buffer_A
"Why two textures? Can't we just read and write to one texture"?
Unfortunately we cannot sample from and to memory at the same time
NOTES
Be cautious when pingponging in shaders that use BlendOps or involve temporal accumulation.
Therefore, I recommend you to enable ClearRenderTargets as a sanity check.
In addition, you may need to use use RenderTargetWriteMask if you're pingponging using textures that stores
components that do not need pingponging (see my motion shaders as an example of this)
*/
float4 Gaussian_Blur(sampler2D Source, float2 TexCoord, const float2 Direction)
{
float4 Output = 0.0;
const float2 PixelSize = (2.0 / float2(BUFFER_WIDTH, BUFFER_HEIGHT)) * Direction;
const float Weight = 1.0 / _Radius;
for(float Index = -_Radius + 0.5; Index <= _Radius; Index += 2.0)
{
Output += tex2Dlod(Source, float4(TexCoord + Index * PixelSize, 0.0, 0.0)) * Weight;
}
return Output;
}
void Blit_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = tex2D(Sample_Color, TexCoord);
}
void Horizontal_Blur_0_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = Gaussian_Blur(Sample_Buffer_A, TexCoord, float2(1.0, 0.0));
}
void Vertical_Blur_0_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = Gaussian_Blur(Sample_Buffer_B, TexCoord, float2(0.0, 1.0));
}
void Horizontal_Blur_1_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = Gaussian_Blur(Sample_Buffer_A, TexCoord, float2(1.0, 0.0));
}
void Vertical_Blur_1_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = Gaussian_Blur(Sample_Buffer_B, TexCoord, float2(0.0, 1.0));
}
void OutputPS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
OutputColor0 = tex2D(Sample_Buffer_A, TexCoord);
}
technique cPingPong
{
pass
{
VertexShader = Basic_VS;
PixelShader = Blit_PS;
RenderTarget0 = Render_Buffer_A;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
pass PingPong1
{
VertexShader = Basic_VS;
PixelShader = Horizontal_Blur_0_PS;
RenderTarget0 = Render_Buffer_B;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
pass PingPong2
{
VertexShader = Basic_VS;
PixelShader = Vertical_Blur_0_PS;
RenderTarget0 = Render_Buffer_A;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
#if ENABLE_PINGPONG
pass PingPong3
{
VertexShader = Basic_VS;
PixelShader = Horizontal_Blur_1_PS;
RenderTarget0 = Render_Buffer_B;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
pass PingPong4
{
VertexShader = Basic_VS;
PixelShader = Vertical_Blur_1_PS;
RenderTarget0 = Render_Buffer_A;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
#endif
pass
{
VertexShader = Basic_VS;
PixelShader = OutputPS;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
}