Files
UnrealEngine/Engine/Shaders/Private/TemporalSuperResolution/TSRClearPrevTextures.usf
2025-05-18 13:04:45 +08:00

47 lines
1.2 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TSRClosestOccluder.ush"
//------------------------------------------------------- CONFIG
#define TILE_SIZE 8
#define TILE_ROWS 2
//------------------------------------------------------- PARAMETERS
RWTexture2DArray<uint> PrevAtomicOutput;
//------------------------------------------------------- ENTRY POINT
[numthreads(TILE_SIZE * TILE_SIZE, 1, 1)]
void MainCS(
uint2 GroupId : SV_GroupID,
uint GroupThreadIndex : SV_GroupIndex)
{
uint2 GroupThreadId = uint2(GroupThreadIndex % TILE_SIZE, GroupThreadIndex / TILE_SIZE);
uint2 OutputPixelOrigin = (InputInfo_ViewportMin + GroupId * uint(TILE_SIZE * TILE_ROWS)) + GroupThreadId;
UNROLL_N(TILE_ROWS)
for (uint y = 0; y < TILE_ROWS; y++)
{
UNROLL_N(TILE_ROWS)
for (uint x = 0; x < TILE_ROWS; x++)
{
uint2 PixelOffset = uint2(x, y) * TILE_SIZE;
uint2 InputPixelPos = OutputPixelOrigin + PixelOffset;
InputPixelPos.x = select(all(InputPixelPos < InputInfo_ViewportMax), InputPixelPos.x, uint(~0));
PrevAtomicOutput[uint3(InputPixelPos, 0)] = 0;
#if CONFIG_SUPPORT_ORTHO_VIEW
PrevAtomicOutput[uint3(InputPixelPos, 1)] = 0;
#endif
}
}
}