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- // The MIT License(MIT)
- //
- // Copyright(c) 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy of
- // this software and associated documentation files(the "Software"), to deal in
- // the Software without restriction, including without limitation the rights to
- // use, copy, modify, merge, publish, distribute, sublicense, and / or sell copies of
- // the Software, and to permit persons to whom the Software is furnished to do so,
- // subject to the following conditions :
- //
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR
- // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- #ifndef BLOCK_WIDTH
- #define BLOCK_WIDTH 16
- #endif
- #ifndef BLOCK_HEIGHT
- #define BLOCK_HEIGHT 16
- #endif
- SamplerState samplerLinearClamp : register(s0);
- cbuffer cb : register(b0) {
- uint kInputViewportOriginX;
- uint kInputViewportOriginY;
- uint kInputViewportWidth;
- uint kInputViewportHeight;
- uint kOutputViewportOriginX;
- uint kOutputViewportOriginY;
- uint kOutputViewportWidth;
- uint kOutputViewportHeight;
- float kScaleX;
- float kScaleY;
- float kDstNormX;
- float kDstNormY;
- float kSrcNormX;
- float kSrcNormY;
- }
- Texture2D in_texture : register(t0); // image srv
- RWTexture2D<unorm float4> out_texture : register(u0); // working uav
- [numthreads(BLOCK_WIDTH, BLOCK_HEIGHT, 1)]
- void main(uint3 id : SV_DispatchThreadID) {
- float dX = (id.x + 0.5f) * kScaleX;
- float dY = (id.y + 0.5f) * kScaleY;
- if (id.x < kOutputViewportWidth && id.y < kOutputViewportHeight && dX < kInputViewportWidth && dY < kInputViewportHeight) {
- float uvX = (dX + kInputViewportOriginX) * kSrcNormX;
- float uvY = (dY + kInputViewportOriginY) * kSrcNormY;
- uint dstX = id.x + kOutputViewportOriginX;
- uint dstY = id.y + kOutputViewportOriginY;
- out_texture[uint2(dstX, dstY)] = in_texture.SampleLevel(samplerLinearClamp, float2(uvX, uvY), 0);
- }
- }
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