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View CoolBallot.hlsl
#if __NV__
groupshared uint ldsBallot[32];
uint CoolBallot(bool value, uint waveId, uint laneId)
{
ldsBallot[waveId] = 0;
InterlockedOr(ldsBallot[waveId], value << laneId);
return ldsBallot[waveId];
}
#else // AMD
View Ballot example.hlsl
[numthreads(64, 1, 1)]
void BallotExample(uint gtid : SV_GroupThreadID)
{
// assuming GCN architecture with WAVE_SIZE == 64
bool firstHalf = gtid < 32;
uint2 ballotResult = WaveActiveBallot(firstHalf);
// ballotResult == 0x0000 0000 FFFF FFFF in ALL threads.
}
View Integer rotate shader.hlsl
uint2 IntegerRotate(int2 right, int2 up, int2 offset, uint2 pos)
{
static const int BIG_NUMBER_EXPONENT = 20;
uint2 rotatedPos;
rotatedPos.x = pos.x * right.x + pos.y * right.y;
rotatedPos.y = pos.x * up.x + pos.y * up.y;
rotatedPos += offset;
rotatedPos = rotatedPos >> BIG_NUMBER_EXPONENT;
return rotatedPos;
View integer basis.cs
Matrix4x4 mat;
mat = Matrix4x4.Translate(new Vector3(centerPoint.x, centerPoint.y));
mat *= Matrix4x4.Rotate(Quaternion.AngleAxis(degrees, Vector3.forward));
mat *= Matrix4x4.Translate(new Vector3(-centerPoint.x, -centerPoint.y));
IntegerBasis basis;
basis.right = new Vector2Int( Mathf.RoundToInt(mat.m00 * BIG_NUMBER), Mathf.RoundToInt(mat.m01 * BIG_NUMBER));
basis.up = new Vector2Int( Mathf.RoundToInt(mat.m10 * BIG_NUMBER), Mathf.RoundToInt(mat.m11 * BIG_NUMBER));
basis.offset = new Vector2Int( Mathf.RoundToInt(mat.m03 * BIG_NUMBER), Mathf.RoundToInt(mat.m13 * BIG_NUMBER));
View Rotation about a point.cs
Matrix4x4 mat;
mat = Matrix4x4.Translate(new Vector3(centerPoint.x, centerPoint.y));
mat *= Matrix4x4.Rotate(Quaternion.AngleAxis(degrees, Vector3.forward));
mat *= Matrix4x4.Translate(new Vector3(-centerPoint.x, -centerPoint.y));
Basis basis;
basis.right = new Vector2(mat.m00, mat.m01 );
basis.up = new Vector2(mat.m10 , mat.m11);
basis.offset = new Vector2(mat.m03, mat.m13);
View do nothing in hdr.hlsl
Texture2D<float4> originalTex : register(t1);
RWTexture2D<float4> outHdrTex : register(u0);
float3 ApplyREC2084Curve(float3 L, float maxLuminance)
{
float m1 = 2610.0 / 4096.0 / 4;
float m2 = 2523.0 / 4096.0 * 128;
float c1 = 3424.0 / 4096.0;
float c2 = 2413.0 / 4096.0 * 32;
float c3 = 2392.0 / 4096.0 * 32;
View PQ encode with max brightness.hlsl
float3 ApplyREC2084Curve(float3 L, float maxLuminance)
{
float m1 = 2610.0 / 4096.0 / 4;
float m2 = 2523.0 / 4096.0 * 128;
float c1 = 3424.0 / 4096.0;
float c2 = 2413.0 / 4096.0 * 32;
float c3 = 2392.0 / 4096.0 * 32;
// L = FD / 10000, so if FD == 10000, then L = 1.
// so to scale max luminance, we want to multiply by maxLuminance / 10000
View Remove gamma.hlsl
float3 RemoveSRGBCurve(float3 x)
{
// Approximately pow(x, 2.2)
return x < 0.04045 ? x / 12.92 : pow((x + 0.055) / 1.055, 2.4);
}
View 709 to 2020.hlsl
float3 REC709toREC2020(float3 RGB709)
{
static const float3x3 ConvMat =
{
0.627402, 0.329292, 0.043306,
0.069095, 0.919544, 0.011360,
0.016394, 0.088028, 0.895578
};
return mul(ConvMat, RGB709);
}