test new histogram
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@ -15,6 +15,19 @@ layout(std430, binding = 1) buffer HistogramBuffer {
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// Workgroup size (adjust based on GPU architecture for performance, 16x16 is often reasonable)
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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// Helper to convert linear float (potentially HDR 0.0+) to 0-255 bin index
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// Applies an approximate gamma curve for perceptual binning.
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uint linearToVisualBin(float linearVal) {
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// Clamp linear value to 0.0-1.0 range before gamma/binning
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// This histograms the displayable range after processing.
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float clampedVal = clamp(linearVal, 0.0, 1.0);
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// Apply approximate sRGB gamma for perceptual brightness mapping
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float displayApprox = pow(clampedVal, 1.0/2.2);
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// Convert 0.0-1.0 display value to 0-255 bin index
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return uint(displayApprox * 255.999); // Use 255.999 to ensure 1.0 maps to 255
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}
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void main() {
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// Get the global invocation ID (like pixel coordinates)
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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@ -30,10 +43,9 @@ void main() {
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// Calculate bin indices (0-255)
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// We clamp just in case, although imageLoad from rgba8 should be in range.
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uint rBin = uint(clamp(pixelColor.r, 0.0, 1.0) * 255.0);
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uint gBin = uint(clamp(pixelColor.g, 0.0, 1.0) * 255.0);
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uint bBin = uint(clamp(pixelColor.b, 0.0, 1.0) * 255.0);
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uint rBin = linearToVisualBin(pixelColor.r);
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uint gBin = linearToVisualBin(pixelColor.g);
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uint bBin = linearToVisualBin(pixelColor.b);
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// Atomically increment the counters in the SSBO
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// Offset Green bins by 256, Blue bins by 512
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atomicAdd(histogram.bins[rBin], 1u);
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47
shaders/histogram_tf.geom
Normal file
47
shaders/histogram_tf.geom
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@ -0,0 +1,47 @@
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#version 330 core
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layout (points) in; // Input vertices are points
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layout (points, max_vertices = 3) out; // Output 3 points (R, G, B bin index)
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in VS_OUT {
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vec3 linearColor;
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} gs_in[]; // Input from Vertex Shader (array size 1 for points)
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// Output variable captured by Transform Feedback
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// MUST match the name used in glTransformFeedbackVaryings
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out float tf_BinIndex; // Using float for simplicity, will cast later
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// Helper to convert linear float to 0-255 bin index (gamma corrected)
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uint linearToVisualBin(float linearVal) {
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float clampedVal = clamp(linearVal, 0.0, 1.0);
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float displayApprox = pow(clampedVal, 1.0/2.2);
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return uint(displayApprox * 255.999);
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}
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void main() {
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// Check if the input vertex is valid (from VS boundary check)
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if (gs_in[0].linearColor.r < 0.0) {
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return; // Skip invalid pixels
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}
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vec3 color = gs_in[0].linearColor;
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// Calculate bins
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uint rBin = linearToVisualBin(color.r);
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uint gBin = linearToVisualBin(color.g);
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uint bBin = linearToVisualBin(color.b);
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// Emit vertex for Red channel bin
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tf_BinIndex = float(rBin); // Output bin index (0-255)
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EmitVertex();
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EndPrimitive(); // End point primitive
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// Emit vertex for Green channel bin
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tf_BinIndex = float(gBin + 256u); // Output bin index (256-511)
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EmitVertex();
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EndPrimitive();
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// Emit vertex for Blue channel bin
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tf_BinIndex = float(bBin + 512u); // Output bin index (512-767)
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EmitVertex();
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EndPrimitive();
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}
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25
shaders/histogram_tf.vert
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25
shaders/histogram_tf.vert
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@ -0,0 +1,25 @@
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#version 330 core // Transform Feedback available in 330+
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layout (location = 0) in vec2 aPos; // Dummy input vertex position (we don't use it)
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uniform sampler2D InputTexture; // Linear Float texture (e.g., RGBA16F)
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// Output to Geometry Shader
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out VS_OUT {
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vec3 linearColor;
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} vs_out;
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void main() {
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// We use gl_VertexID to figure out which texel to read
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ivec2 textureSize = textureSize(InputTexture, 0);
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ivec2 texelCoord = ivec2(gl_VertexID % textureSize.x, gl_VertexID / textureSize.x);
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// Boundary check (important if drawing more vertices than pixels)
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if (texelCoord.x >= textureSize.x || texelCoord.y >= textureSize.y) {
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vs_out.linearColor = vec3(-1.0); // Indicate invalid pixel
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} else {
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vs_out.linearColor = texture(InputTexture, vec2(texelCoord) / vec2(textureSize)).rgb;
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}
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// We don't output gl_Position as rasterization is disabled
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}
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