ConstantBuffer sig : register(b0); /* ========================== * * Entry point * ========================== */ Struct(CsInput) { Semantic(uint3, SV_DispatchThreadID); }; [numthreads(8, 8, 1)] K_ENTRY void cs(CsInput input) { uint2 id = input.SV_DispatchThreadID.xy; uint2 tex_size = uint2(sig.tex_width, sig.tex_height); if (id.x < tex_size.x && id.y < tex_size.y) { Texture2D emittance_tex = GpuResourceFromUrid(sig.emittance_tex_urid); RWTexture2D read_flood_tex = GpuResourceFromUrid(sig.read_flood_tex_urid); RWTexture2D target_flood_tex = GpuResourceFromUrid(sig.target_flood_tex_urid); int step_len = sig.step_len; if (step_len == -1) { /* Seed */ Vec4 emittance = emittance_tex[id]; uint2 seed = uint2(0xFFFF, 0xFFFF); if (emittance.a > 0) { seed = id; } target_flood_tex[id] = seed; } else { /* Flood */ Vec2I32 read_coords[9] = { (Vec2I32)id + Vec2I32(-step_len, -step_len), /* top left */ (Vec2I32)id + Vec2I32(0 , -step_len), /* top center */ (Vec2I32)id + Vec2I32(+step_len, -step_len), /* top right */ (Vec2I32)id + Vec2I32(-step_len, 0 ), /* center left */ (Vec2I32)id + Vec2I32(0 , 0 ), /* center center */ (Vec2I32)id + Vec2I32(+step_len, 0 ), /* center right */ (Vec2I32)id + Vec2I32(-step_len, +step_len), /* bottom left */ (Vec2I32)id + Vec2I32(0 , +step_len), /* bottom center */ (Vec2I32)id + Vec2I32(+step_len, +step_len) /* bottom right */ }; uint2 closest_seed = uint2(0xFFFF, 0xFFFF); u32 closest_seed_len_sq = 0xFFFFFFFF; for (int i = 0; i < 9; ++i) { Vec2I32 coord = read_coords[i]; if (coord.x >= 0 && coord.x < (int)tex_size.x && coord.y >= 0 && coord.y < (int)tex_size.y) { uint2 seed = read_flood_tex[coord]; Vec2I32 dist_vec = (Vec2I32)id - (Vec2I32)seed; u32 dist_len_sq = dot(dist_vec, dist_vec); if (dist_len_sq < closest_seed_len_sq) { closest_seed = seed; closest_seed_len_sq = dist_len_sq; } } } target_flood_tex[id] = closest_seed; } } }