#include "StdLib.hlsl" RWStructuredBuffer _WaveformBuffer; Texture2D _Source; SamplerState sampler_Source; cbuffer name { float4 _Params; // x: source width, y: source height, z: linear, w: histogramResolution }; #if defined SHADER_API_GLES3 #define GROUP_SIZE 128 #define GROUP_SIZE_X 16 #define GROUP_SIZE_Y 8 #else #define GROUP_SIZE 256 #define GROUP_SIZE_X 16 #define GROUP_SIZE_Y 16 #endif half3 LinearToSRGB(half3 c) { half3 sRGBLo = c * 12.92; half3 sRGBHi = (PositivePow(c, half3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055; half3 sRGB = half3((c.x <= 0.0031308) ? sRGBLo.x : sRGBHi.x, (c.y <= 0.0031308) ? sRGBLo.y : sRGBHi.y, (c.z <= 0.0031308) ? sRGBLo.z : sRGBHi.z); return sRGB; } #pragma kernel KCMWaveformGather [numthreads(1, GROUP_SIZE, 1)] void KCMWaveformGather(uint2 dispatchThreadId : SV_DispatchThreadID) { // Gather local group histogram if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y)) { float3 color = _Source[dispatchThreadId].rgb; color = saturate(color); // We want a gamma-corrected histogram (like Photoshop & all) if (_Params.z > 0) color = LinearToSRGB(color); // Convert channel values to histogram bins uint3 idx = (uint3)(round(color * (_Params.w - 1))); idx += dispatchThreadId.x * _Params.w; if (idx.x > 0u) InterlockedAdd(_WaveformBuffer[idx.x].x, 1u); // Red if (idx.y > 0u) InterlockedAdd(_WaveformBuffer[idx.y].y, 1u); // Green if (idx.z > 0u) InterlockedAdd(_WaveformBuffer[idx.z].z, 1u); // Blue } } #pragma kernel KCMWaveformClear [numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)] void KCMWaveformClear(uint2 dispatchThreadId : SV_DispatchThreadID) { if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.w)) _WaveformBuffer[dispatchThreadId.y * uint(_Params.x) + dispatchThreadId.x] = uint4(0u, 0u, 0u, 0u); }