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UnrealEngineUWP/Engine/Shaders/Private/UpdateTextureShaders.usf
Marc Audy 360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00

108 lines
3.6 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
UpdateTextureShaders.usf: Compute shaders for copying and updating textures.
=============================================================================*/
#include "Common.ush"
Buffer<int> SrcBuffer;
RWTexture2D<int4> DestTexture;
uint2 SrcPitch; //x = number of SrcBuffer elements in a row of the source area, y = Number of components per texel in the source.
uint4 DestPosSize; // xy = pos, zw = Size of the destination sub rect
[numthreads(8,8,1)]
void UpdateTexture2DSubresourceCS( uint2 ThreadId : SV_DispatchThreadID )
{
if( all( ThreadId.xy < DestPosSize.zw ) )
{
int2 TexturePixelOffset = ThreadId.xy + DestPosSize.xy;
//supports textures with 1-4 components. Textures with < 4 components will simply ignore writes to the extra components via channel masking.
int BufferOffset = (ThreadId.x * SrcPitch.y) + (ThreadId.y * SrcPitch.x);
DestTexture[TexturePixelOffset] = int4(SrcBuffer[BufferOffset].x, SrcBuffer[BufferOffset + 1].x, SrcBuffer[BufferOffset + 2].x, SrcBuffer[BufferOffset + 3].x);
}
}
RWTexture3D<int4> DestTexture3D;
uint SrcDepthPitch; //number of SrcBuffer entries between z slices of the source volume
uint4 DestPos; // xyz = starting offset in destination volume texture
uint4 DestSize; //syz = size of the volume to update
[numthreads(8, 8, 1)]
void UpdateTexture3DSubresourceCS(uint3 ThreadId : SV_DispatchThreadID)
{
if (all(ThreadId.xyz < DestSize.xyz))
{
int3 TexturePixelOffset = ThreadId.xyz + (int3)DestPos.xyz;
//supports textures with 1-4 components. Textures with < 4 components will simply ignore writes to the extra components via channel masking.
int BufferOffset = (ThreadId.x * SrcPitch.y) + (ThreadId.y * SrcPitch.x) + (ThreadId.z * SrcDepthPitch);
DestTexture3D[TexturePixelOffset] = int4(SrcBuffer[BufferOffset].x, SrcBuffer[BufferOffset + 1].x, SrcBuffer[BufferOffset + 2].x, SrcBuffer[BufferOffset + 3].x);
}
}
Texture2D<int4> SrcTexture;
[numthreads(8,8,1)]
void CopyTexture2DCS( uint3 ThreadId : SV_DispatchThreadID )
{
if (all(ThreadId.xy >= DestPosSize.xy) && all(ThreadId.xy < DestPosSize.zw))
{
DestTexture[ThreadId.xy] = SrcTexture.Load(int3(ThreadId.x, ThreadId.y, 0));
}
}
Buffer<uint4> SrcCopyBuffer;
RWBuffer<uint4> DestBuffer;
//.x Num elements per thread.
uint CopyElementsPerThread;
[numthreads(64,1,1)]
void CopyData2CS(uint3 ThreadGroupId : SV_GroupID, uint3 GroupThreadId : SV_GroupThreadID)
{
int Offset1 = (ThreadGroupId.x * 2 + 0) * 64 + GroupThreadId.x;
int Offset2 = (ThreadGroupId.x * 2 + 1) * 64 + GroupThreadId.x;
DestBuffer[Offset1] = SrcCopyBuffer[Offset1];
DestBuffer[Offset2] = SrcCopyBuffer[Offset2];
}
[numthreads(64,1,1)]
void CopyData1CS(uint3 ThreadId : SV_DispatchThreadID)
{
uint offset = ThreadId.x;
DestBuffer[offset + 0].xyzw = SrcCopyBuffer.Load(offset + 0).xyzw;
}
#if defined(COMPONENT_TYPE)
Buffer<COMPONENT_TYPE> TSrcBuffer;
RWTexture2D<COMPONENT_TYPE> TDestTexture;
uint TSrcPitch;
[numthreads(8,8,1)]
void TUpdateTexture2DSubresourceCS( uint2 ThreadId : SV_DispatchThreadID )
{
if( all( ThreadId.xy < DestPosSize.zw ) )
{
int2 TexturePixelOffset = ThreadId.xy + DestPosSize.xy;
int BufferOffset = (ThreadId.y * TSrcPitch) + ThreadId.x;
TDestTexture[TexturePixelOffset] = TSrcBuffer[BufferOffset];
}
}
Texture2D<COMPONENT_TYPE> TSrcTexture;
uint2 SrcPos;
[numthreads(8,8,1)]
void TCopyTexture2DCS( uint3 ThreadId : SV_DispatchThreadID )
{
if (all(ThreadId.xy < DestPosSize.zw))
{
TDestTexture[DestPosSize.xy + ThreadId.xy] = TSrcTexture.Load(int3(SrcPos + ThreadId.xy, 0));
}
}
#endif // COMPONENT_TYPE