| #define BlitRS \ |
| "DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ |
| "DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ |
| "CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\ |
| |
| struct VertexToPixel |
| { |
| float2 tex : TEXCOORD0; |
| float4 pos : SV_POSITION; |
| }; |
| |
| cbuffer SourceRegionBuffer : register(b0, space3) |
| { |
| float2 UVLeftTop; |
| float2 UVDimensions; |
| uint MipLevel; |
| float LayerOrDepth; |
| }; |
| |
| Texture2D SourceTexture2D : register(t0, space2); |
| Texture2DArray SourceTexture2DArray : register(t0, space2); |
| Texture3D SourceTexture3D : register(t0, space2); |
| TextureCube SourceTextureCube : register(t0, space2); |
| TextureCubeArray SourceTextureCubeArray : register(t0, space2); |
| sampler SourceSampler : register(s0, space2); |
| |
| [RootSignature(BlitRS)] |
| VertexToPixel FullscreenVert(uint vI : SV_VERTEXID) |
| { |
| float2 inTex = float2((vI << 1) & 2, vI & 2); |
| VertexToPixel Out = (VertexToPixel)0; |
| Out.tex = inTex; |
| Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f); |
| return Out; |
| } |
| |
| [RootSignature(BlitRS)] |
| float4 BlitFrom2D(VertexToPixel input) : SV_Target0 |
| { |
| float2 newCoord = UVLeftTop + UVDimensions * input.tex; |
| return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel); |
| } |
| |
| [RootSignature(BlitRS)] |
| float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0 |
| { |
| float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth); |
| return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel); |
| } |
| |
| [RootSignature(BlitRS)] |
| float4 BlitFrom3D(VertexToPixel input) : SV_Target0 |
| { |
| float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth); |
| return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel); |
| } |
| |
| [RootSignature(BlitRS)] |
| float4 BlitFromCube(VertexToPixel input) : SV_Target0 |
| { |
| // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping |
| float3 newCoord; |
| float2 scaledUV = UVLeftTop + UVDimensions * input.tex; |
| float u = 2.0 * scaledUV.x - 1.0; |
| float v = 2.0 * scaledUV.y - 1.0; |
| switch ((uint)LayerOrDepth) { |
| case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X |
| case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X |
| case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y |
| case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y |
| case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z |
| case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z |
| default: newCoord = float3(0, 0, 0); break; // silences warning |
| } |
| return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel); |
| } |
| |
| [RootSignature(BlitRS)] |
| float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0 |
| { |
| // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping |
| float3 newCoord; |
| float2 scaledUV = UVLeftTop + UVDimensions * input.tex; |
| float u = 2.0 * scaledUV.x - 1.0; |
| float v = 2.0 * scaledUV.y - 1.0; |
| uint ArrayIndex = (uint)LayerOrDepth / 6; |
| switch ((uint)LayerOrDepth % 6) { |
| case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X |
| case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X |
| case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y |
| case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y |
| case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z |
| case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z |
| default: newCoord = float3(0, 0, 0); break; // silences warning |
| } |
| return SourceTextureCubeArray.SampleLevel(SourceSampler, float4(newCoord, float(ArrayIndex)), MipLevel); |
| } |