Fixing depth mip generation
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@@ -0,0 +1,82 @@
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import Common;
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struct DepthData
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{
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Texture2D<float> texture;
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RWStructuredBuffer<float> buffer;
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}
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ParameterBlock<DepthData> pDepthAttachment;
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struct MipParam
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{
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uint srcMipOffset;
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uint dstMipOffset;
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uint2 srcMipDim;
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uint2 dstMipDim;
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}
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layout(push_constants)
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ConstantBuffer<MipParam> pMipParam;
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float getSrcDepth(uint2 pos)
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{
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return pDepthAttachment.buffer[pMipParam.srcMipOffset + pos.x + (pos.y * pMipParam.srcMipDim.x)];
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}
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void setDstDepth(uint2 pos, float depth)
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{
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pDepthAttachment.buffer[pMipParam.dstMipOffset + pos.x + (pos.y * pMipParam.dstMipDim.x)] = depth;
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}
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void reduceLevel(
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uint3 threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID,
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){
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uint2 minCoords = (groupID.xy * BLOCK_SIZE + threadID.xy) * 2;
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if(minCoords.x >= pMipParam.srcMipDim.x || minCoords.y >= pMipParam.srcMipDim.y)
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{
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return;
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}
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uint2 maxCoords = uint2(min(minCoords.x + 1, pMipParam.srcMipDim.x - 1), min(minCoords.y + 1, pMipParam.srcMipDim.y - 1));
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float d0 = getSrcDepth(uint2(minCoords.x, minCoords.y));
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float d1 = getSrcDepth(uint2(maxCoords.x, minCoords.y));
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float d2 = getSrcDepth(uint2(minCoords.x, maxCoords.y));
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float d3 = getSrcDepth(uint2(maxCoords.x, maxCoords.y));
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float minDepth = min(min(d0, d1), min(d2, d3));
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setDstDepth(minCoords / 2, minDepth);
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}
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groupshared uint uMinDepth;
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void initialReduce(
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uint3 threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID,
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) {
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uint reducedWidth = uint(pViewParams.screenDimensions.x) / BLOCK_SIZE;
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int2 groupOffset = groupID.xy * BLOCK_SIZE;
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int2 texCoord = groupOffset + threadID.xy;
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float fDepth = pDepthAttachment.texture.Load(int3(texCoord, 0)).r;
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uint uDepth = asuint(fDepth);
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if(groupID.x == 0 && groupID.y == 0)
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{
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uMinDepth = 0xffffffff;
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}
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GroupMemoryBarrierWithGroupSync();
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InterlockedMin(uMinDepth, uDepth);
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GroupMemoryBarrierWithGroupSync();
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float fMinDepth = asfloat(uMinDepth);
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if(threadID.x == 0 && threadID.y == 0)
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{
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pDepthAttachment.buffer[groupID.x + (groupID.y * reducedWidth)] = fMinDepth;
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}
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}
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