Adjustments to test compute shader

This commit is contained in:
Emmanuel BENOîT 2017-12-24 13:16:07 +01:00
parent 81ff8a8da6
commit 99bd2c429b
2 changed files with 15 additions and 8 deletions

View file

@ -414,7 +414,8 @@
(if $use-compute ( (if $use-compute (
(program prg-combine "combine.c.glsl") (program prg-combine "combine.c.glsl")
(pipeline pl-combine prg-combine) (pipeline pl-combine prg-combine)
(set combine-compute-size 16) (set combine-compute-size-x 8)
(set combine-compute-size-y 32)
)( )(
(framebuffer rt-combined tx-combined) (framebuffer rt-combined tx-combined)
(program prg-combine "combine.f.glsl") (program prg-combine "combine.f.glsl")
@ -476,10 +477,10 @@
(profiling "Combine" (profiling "Combine"
(uniforms-i prg-combine 0 0) (uniforms-i prg-combine 0 0)
(uniforms-i prg-combine 1 1) (uniforms-i prg-combine 1 1)
(uniforms prg-combine 2 $vp-width $vp-height)
(use-pipeline pl-combine) (use-pipeline pl-combine)
(if (not $use-compute) ( (if (not $use-compute) (
(uniforms prg-combine 2 $vp-width $vp-height)
(use-framebuffer rt-combined) (use-framebuffer rt-combined)
)) ))
(use-texture 0 in-main smp-combine-input) (use-texture 0 in-main smp-combine-input)
@ -511,8 +512,8 @@
(if $use-compute ( (if $use-compute (
(image 0 tx-combined 0) (image 0 tx-combined 0)
(compute (compute
(add 1 (div $vp-width $combine-compute-size)) (add 1 (div $vp-width $combine-compute-size-x))
(add 1 (div $vp-height $combine-compute-size)) (add 1 (div $vp-height $combine-compute-size-y))
1) 1)
)( )(
(viewport 0 0 $vp-width $vp-height) (viewport 0 0 $vp-width $vp-height)

View file

@ -1,6 +1,9 @@
#version 450 core #version 450 core
layout( local_size_x = 16 , local_size_y = 16 ) in; layout(
local_size_x = 8 ,
local_size_y = 32
) in;
//! type compute //! type compute
//! include lib/utils.glsl //! include lib/utils.glsl
@ -15,7 +18,7 @@ layout( location = 6 ) uniform vec3 u_ColorLift;
layout( location = 7 ) uniform vec3 u_ColorGain; layout( location = 7 ) uniform vec3 u_ColorGain;
layout( location = 8 ) uniform vec3 u_ColorGamma; layout( location = 8 ) uniform vec3 u_ColorGamma;
layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output; layout( binding = 0 , rgba8 ) writeonly uniform image2D u_Output;
#define uVigShapeMul (u_Vignette1.x) #define uVigShapeMul (u_Vignette1.x)
#define uVigShapePow (u_Vignette1.y) #define uVigShapePow (u_Vignette1.y)
@ -27,7 +30,10 @@ layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
void main( void ) void main( void )
{ {
ivec2 coords = ivec2( gl_GlobalInvocationID.xy ); ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 pos = vec2( coords ) / u_OutputSize; vec2 pos = vec2( coords ) / vec2( imageSize( u_Output ) );
if ( pos.x > 1. || pos.y > 1. ) {
return;
}
float f = u_Bloom.x; float f = u_Bloom.x;
vec3 color = textureLod( u_MainInput , pos , 0 ).rgb; vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
@ -58,6 +64,6 @@ void main( void )
color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) ); color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
// Write it // Write it
imageStore( ub_Output , coords , imageStore( u_Output , coords ,
vec4( color , M_Luminosity( color ) ) ); vec4( color , M_Luminosity( color ) ) );
} }