improved physics, added better caching

This commit is contained in:
2025-06-05 22:02:53 +03:00
parent 5d85ebd85f
commit 64c0f41884
36 changed files with 651 additions and 106 deletions

View File

@@ -0,0 +1,93 @@
[[vk::binding(0)]]
RWTexture2D<float4> g_imageIn;
[[vk::binding(1)]]
RWTexture2D<float4> g_imageOut;
#define AGX_LOOK 2
float3 agxDefaultContrastApprox(float3 x) {
float3 x2 = x * x;
float3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
float3 agx(float3 val) {
const float3x3 agx_mat = float3x3(
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
0.0784335999999992, 0.878468636469772, 0.0784336,
0.0792237451477643, 0.0791661274605434, 0.879142973793104);
const float min_ev = -12.47393f;
const float max_ev = 4.026069f;
val = mul(agx_mat, val);
val = clamp(log2(val), min_ev, max_ev);
val = (val - min_ev) / (max_ev - min_ev);
val = agxDefaultContrastApprox(val);
return val;
}
float3 agxEotf(float3 val) {
const float3x3 agx_mat_inv = float3x3(
1.19687900512017, -0.0528968517574562, -0.0529716355144438,
-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
-0.0990297440797205, -0.0989611768448433, 1.15107367264116);
val = mul(agx_mat_inv, val);
val = pow(val, float3(2.2));
return val;
}
float3 agxLook(float3 val) {
float3 offset = float3(0.0);
float3 slope = float3(1.0);
float3 power = float3(1.0);
float sat = 1.0;
#if AGX_LOOK == 1
slope = float3(1.0, 0.9, 0.5);
power = float3(0.8);
sat = 0.8;
#elif AGX_LOOK == 2
slope = float3(1.0);
power = float3(1.35, 1.35, 1.35);
sat = 1.4;
#endif
// ASC CDL
val = pow(val * slope + offset, power);
const float3 lw = float3(0.2126, 0.7152, 0.0722);
float luma = dot(val, lw);
return luma + sat * (val - luma);
}
[shader("compute")]
[numthreads(32,32,1)]
void main(uint3 threadId: SV_DispatchThreadID)
{
uint2 coord = threadId.xy;
float3 color = g_imageIn.Load(coord).xyz;
color = pow(color,2.2);
color = agx(color);
color = agxLook(color);
color = agxEotf(color);
color = pow(color,0.45);
g_imageOut[coord] = float4(color,1);
};

View File

@@ -1,27 +0,0 @@
uint32_t hash32(uint32_t x) {
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = (x >> 16) ^ x;
return x;
}
[[vk::binding(1)]]
uniform Sampler2D textures[];
struct VertexOutput
{
float4 position: SV_Position;
float2 uv: TEXCOORD0;
};
float4 main(
VertexOutput input,
uint triid: SV_PrimitiveID,
uniform uint textureID,
) : SV_TARGET
{
return float4(textures[textureID].Sample(input.uv).xyz, 1);
}

View File

@@ -1,27 +0,0 @@
struct VertexInput
{
float3 position: POSITION;
float2 uv: TEXCOORD0;
};
struct VertexOutput
{
float4 position: SV_Position;
float2 uv: TEXCOORD0;
};
[[vk::binding(0)]]
cbuffer CameraInfo
{
float4x4 projection;
};
VertexOutput main(
VertexInput input,
)
{
VertexOutput output;
output.position = mul(projection, float4(input.position,1));
output.uv = input.uv;
return output;
}

View File

@@ -10,7 +10,7 @@ uint32_t hash32(uint32_t x) {
[[vk::binding(1)]]
uniform Sampler2D textures[];
[shader("fragment")]
float4 main(
VertexOutput input,
uint triid: SV_PrimitiveID,

View File

@@ -12,6 +12,7 @@ cbuffer CameraInfo
float4x4 projection;
};
[shader("vertex")]
VertexOutput main(
VertexInput input,
uniform PushConstants constants,