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@TheRealMJP
Last active April 9, 2024 08:41
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An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
float2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
float2 w3 = f * f * (-0.5f + 0.5f * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
float2 w12 = w1 + w2;
float2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
float2 texPos0 = texPos1 - 1;
float2 texPos3 = texPos1 + 2;
float2 texPos12 = texPos1 + offset12;
texPos0 /= texSize;
texPos3 /= texSize;
texPos12 /= texSize;
float4 result = 0.0f;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
return result;
}
@aras-p
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aras-p commented Sep 21, 2016

btw a coworker suggested this small optimization:

// get rid of f3, and:
float2 w0 = (1.0f / 2.0f) * f * (-1.0f + f * (2.0f - f));
float2 w1 = (1.0f / 6.0f) * f2 * (-15.0f + 9.0f * f) + 1.0f;
float2 w2 = (1.0f / 6.0f) * f * (3.0f + f * (12.0f - f * 9.0f));
float2 w3 = (1.0f / 2.0f) * f2 * (f - 1.0f);    

Checking with Pyramid using AMDDXX for Bonaire target:
VGPRs: 51 -> 49
VALU: 147 -> 146

@pixelmager
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pixelmager commented Sep 21, 2016

Alternatively putting the polynomials straight in horner-form:

float2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f));
float2 w1 = 1.0 + f * f * (-2.5 + 1.5*f );
float2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) );
float2 w3 = f * f * (-0.5 + 0.5 * f);

Pyramid, AMDDXX, Bonaire ( http://pastebin.com/12ccE9Lk )
VGPRs: 55 -> 47
VALU: 146 -> 135

@TheRealMJP
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Author

Thanks guys! I updated the code with the optimizations.

@jamesford42
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@dwulive
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dwulive commented Aug 22, 2022

If you are doing the filtering yourself and you want to use a linear buffer, you can use rawBuffer0.Load4()
coherency might or might not be worse, it depends. Dynamic updates are usually easier.

@foxmalderalex
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For the 5 taps should we renormalize weights?
float weight = w12.x * w0.y + w0.x * w12.y + w12.x * w12.y + w3.x * w12.y + w12.x * w3.y;
result /= weight;

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