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+// A few random snippets of HLSL shader code I gathered...
+
+[numthreads(256, 1, 1)]
+void cs_main(uint3 threadId : SV_DispatchThreadID)
+{
+ // Seed the PRNG using the thread ID
+ rng_state = threadId.x;
+
+ // Generate a few numbers...
+ uint r0 = rand_xorshift();
+ uint r1 = rand_xorshift();
+ // Do some stuff with them...
+
+ // Generate a random float in [0, 1)...
+ float f0 = float(rand_xorshift()) * (1.0 / 4294967296.0);
+
+ // ...etc.
+}
+
+// Constant buffer of parameters
+cbuffer IntegratorParams : register(b0)
+{
+ float2 specPow; // Spec powers in XY directions (equal for isotropic BRDFs)
+ float3 L; // Unit vector toward light
+ int2 cThread; // Total threads launched in XY dimensions
+ int2 xyOutput; // Where in the output buffer to store the result
+}
+
+static const float pi = 3.141592654;
+
+float AshikhminShirleyNDF(float3 H)
+{
+ float normFactor = sqrt((specPow.x + 2.0f) * (specPow.y + 2.0)) * (0.5f / pi);
+ float NdotH = H.z;
+ float2 Hxy = normalize(H.xy);
+ return normFactor * pow(NdotH, dot(specPow, Hxy * Hxy));
+}
+
+float BeckmannNDF(float3 H)
+{
+ float glossFactor = specPow.x * 0.5f + 1.0f; // This is 1/m^2 in the usual Beckmann formula
+ float normFactor = glossFactor * (1.0f / pi);
+ float NdotHSq = H.z * H.z;
+ return normFactor / (NdotHSq * NdotHSq) * exp(glossFactor * (1.0f - 1.0f / NdotHSq));
+}
+
+// Output buffer for compute shader (actually float, but must be declared as uint
+// for atomic operations to work)
+globallycoherent RWTexture2D<uint> o_data : register(u0);
+
+// Sum up the outputs of all threads and store to the output location
+static const uint threadGroupSize2D = 16;
+static const uint threadGroupSize1D = threadGroupSize2D * threadGroupSize2D;
+groupshared float g_partialSums[threadGroupSize1D];
+void SumAcrossThreadsAndStore(float value, uint iThreadInGroup)
+{
+ // First reduce within the threadgroup: partial sums of 2, 4, 8... elements
+ // are calculated by 1/2, 1/4, 1/8... of the threads, always keeping the
+ // active threads at the front of the group to minimize divergence.
+
+ // NOTE: there are faster ways of doing this...but this is simple to code
+ // and good enough.
+
+ g_partialSums[iThreadInGroup] = value;
+ GroupMemoryBarrierWithGroupSync();
+
+ [unroll] for (uint i = threadGroupSize1D / 2; i > 0; i /= 2)
+ {
+ if (iThreadInGroup < i)
+ {
+ g_partialSums[iThreadInGroup] += g_partialSums[iThreadInGroup + i];
+ }
+ GroupMemoryBarrierWithGroupSync();
+ }
+
+ // Then reduce across threadgroups: one thread from each group adds the group
+ // total to the final output location, using a software transactional memory
+ // style since D3D11 doesn't support atomic add on floats.
+ // (Assumes the output value has been cleared to zero beforehand.)
+
+ if (iThreadInGroup == 0)
+ {
+ float threadGroupSum = g_partialSums[0];
+ uint outputValueRead = o_data[xyOutput];
+ while (true)
+ {
+ uint newOutputValue = asuint(asfloat(outputValueRead) + threadGroupSum);
+ uint previousOutputValue;
+ InterlockedCompareExchange(
+ o_data[xyOutput], outputValueRead, newOutputValue, previousOutputValue);
+ if (previousOutputValue == outputValueRead)
+ break;
+ outputValueRead = previousOutputValue;
+ }
+ }
+}
+
+void main(
+ in Vertex i_vtx,
+ out Vertex o_vtx,
+ out float3 o_vecCamera : CAMERA,
+ out float4 o_uvzwShadow : UVZW_SHADOW,
+ out float4 o_posClip : SV_Position)
+{
+ o_vtx = i_vtx;
+ o_vecCamera = g_posCamera - i_vtx.m_pos;
+ o_uvzwShadow = mul(float4(i_vtx.m_pos, 1.0), g_matWorldToUvzwShadow);
+ o_posClip = mul(float4(i_vtx.m_pos, 1.0), g_matWorldToClip);
+}
+
+#pragma pack_matrix(row_major)
+
+struct Vertex
+{
+ float3 m_pos : POSITION;
+ float3 m_normal : NORMAL;
+ float2 m_uv : UV;
+};
+
+cbuffer CBFrame : CB_FRAME // matches struct CBFrame in test.cpp
+{
+ float4x4 g_matWorldToClip;
+ float4x4 g_matWorldToUvzwShadow;
+ float3x3 g_matWorldToUvzShadowNormal;
+ float3 g_posCamera;
+
+ float3 g_vecDirectionalLight;
+ float3 g_rgbDirectionalLight;
+
+ float2 g_dimsShadowMap;
+ float g_normalOffsetShadow;
+ float g_shadowSharpening;
+
+ float g_exposure; // Exposure multiplier
+}
+
+Texture2D<float3> g_texDiffuse : register(t0);
+SamplerState g_ss : register(s0);
+
+void main(
+ in Vertex i_vtx,
+ in float3 i_vecCamera : CAMERA,
+ in float4 i_uvzwShadow : UVZW_SHADOW,
+ out float3 o_rgb : SV_Target)
+{
+ float3 normal = normalize(i_vtx.m_normal);
+
+ // Sample shadow map
+ float shadow = EvaluateShadow(i_uvzwShadow, normal);
+
+ // Evaluate diffuse lighting
+ float3 diffuseColor = g_texDiffuse.Sample(g_ss, i_vtx.m_uv);
+ float3 diffuseLight = g_rgbDirectionalLight * (shadow * saturate(dot(normal, g_vecDirectionalLight)));
+ diffuseLight += SimpleAmbient(normal);
+
+ o_rgb = diffuseColor * diffuseLight;
+}
+
+[domain("quad")]
+void ds(
+ in float edgeFactors[4] : SV_TessFactor,
+ in float insideFactors[2] : SV_InsideTessFactor,
+ in OutputPatch<VData, 4> inp,
+ in float2 uv : SV_DomainLocation,
+ out float4 o_pos : SV_Position)
+{
+ o_pos = lerp(lerp(inp[0].pos, inp[1].pos, uv.x), lerp(inp[2].pos, inp[3].pos, uv.x), uv.y);
+}