Adjustments to test compute shader
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2 changed files with 15 additions and 8 deletions
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@ -414,7 +414,8 @@
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(if $use-compute (
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(if $use-compute (
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(program prg-combine "combine.c.glsl")
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(program prg-combine "combine.c.glsl")
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(pipeline pl-combine prg-combine)
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(pipeline pl-combine prg-combine)
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(set combine-compute-size 16)
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(set combine-compute-size-x 8)
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(set combine-compute-size-y 32)
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)(
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)(
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(framebuffer rt-combined tx-combined)
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(framebuffer rt-combined tx-combined)
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(program prg-combine "combine.f.glsl")
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(program prg-combine "combine.f.glsl")
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@ -476,10 +477,10 @@
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(profiling "Combine"
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(profiling "Combine"
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(uniforms-i prg-combine 0 0)
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(uniforms-i prg-combine 0 0)
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(uniforms-i prg-combine 1 1)
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(uniforms-i prg-combine 1 1)
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(uniforms prg-combine 2 $vp-width $vp-height)
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(use-pipeline pl-combine)
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(use-pipeline pl-combine)
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(if (not $use-compute) (
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(if (not $use-compute) (
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(uniforms prg-combine 2 $vp-width $vp-height)
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(use-framebuffer rt-combined)
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(use-framebuffer rt-combined)
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))
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))
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(use-texture 0 in-main smp-combine-input)
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(use-texture 0 in-main smp-combine-input)
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@ -511,8 +512,8 @@
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(if $use-compute (
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(if $use-compute (
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(image 0 tx-combined 0)
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(image 0 tx-combined 0)
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(compute
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(compute
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(add 1 (div $vp-width $combine-compute-size))
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(add 1 (div $vp-width $combine-compute-size-x))
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(add 1 (div $vp-height $combine-compute-size))
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(add 1 (div $vp-height $combine-compute-size-y))
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1)
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1)
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)(
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)(
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(viewport 0 0 $vp-width $vp-height)
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(viewport 0 0 $vp-width $vp-height)
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@ -1,6 +1,9 @@
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#version 450 core
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#version 450 core
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layout( local_size_x = 16 , local_size_y = 16 ) in;
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layout(
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local_size_x = 8 ,
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local_size_y = 32
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) in;
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//! type compute
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//! type compute
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//! include lib/utils.glsl
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//! include lib/utils.glsl
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@ -15,7 +18,7 @@ layout( location = 6 ) uniform vec3 u_ColorLift;
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layout( location = 7 ) uniform vec3 u_ColorGain;
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layout( location = 7 ) uniform vec3 u_ColorGain;
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layout( location = 8 ) uniform vec3 u_ColorGamma;
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layout( location = 8 ) uniform vec3 u_ColorGamma;
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layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
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layout( binding = 0 , rgba8 ) writeonly uniform image2D u_Output;
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#define uVigShapeMul (u_Vignette1.x)
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#define uVigShapeMul (u_Vignette1.x)
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#define uVigShapePow (u_Vignette1.y)
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#define uVigShapePow (u_Vignette1.y)
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@ -27,7 +30,10 @@ layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
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void main( void )
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void main( void )
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{
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{
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ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
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ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
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vec2 pos = vec2( coords ) / u_OutputSize;
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vec2 pos = vec2( coords ) / vec2( imageSize( u_Output ) );
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if ( pos.x > 1. || pos.y > 1. ) {
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return;
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}
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float f = u_Bloom.x;
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float f = u_Bloom.x;
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vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
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vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
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@ -58,6 +64,6 @@ void main( void )
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color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
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color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
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// Write it
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// Write it
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imageStore( ub_Output , coords ,
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imageStore( u_Output , coords ,
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vec4( color , M_Luminosity( color ) ) );
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vec4( color , M_Luminosity( color ) ) );
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}
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}
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