tedit/shaders/histogram.comp
2025-04-08 18:09:59 -04:00

45 lines
1.9 KiB
Plaintext

#version 430 core // Need SSBOs and atomic counters
// Input Texture (the processed image ready for display)
// Binding = 0 matches glBindImageTexture unit
// Use rgba8 format as we assume display texture is 8-bit sRGB (adjust if needed)
layout(binding = 0, rgba16f) uniform readonly image2D InputTexture;
// Output Histogram Buffer (SSBO)
// Binding = 1 matches glBindBufferBase index
// Contains 256 bins for R, 256 for G, 256 for B sequentially (total 768 uints)
layout(std430, binding = 1) buffer HistogramBuffer {
uint bins[]; // Use an unsized array
} histogram;
// Workgroup size (adjust based on GPU architecture for performance, 16x16 is often reasonable)
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main() {
// Get the global invocation ID (like pixel coordinates)
ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
ivec2 textureSize = imageSize(InputTexture);
// Boundary check: Don't process outside the image bounds
if (pixelCoord.x >= textureSize.x || pixelCoord.y >= textureSize.y) {
return;
}
// Load the pixel color (values are normalized float 0.0-1.0 from rgba8 image load)
vec4 pixelColor = imageLoad(InputTexture, pixelCoord);
// Calculate bin indices (0-255)
// We clamp just in case, although imageLoad from rgba8 should be in range.
uint rBin = uint(clamp(pixelColor.r, 0.0, 1.0) * 255.0);
uint gBin = uint(clamp(pixelColor.g, 0.0, 1.0) * 255.0);
uint bBin = uint(clamp(pixelColor.b, 0.0, 1.0) * 255.0);
// Atomically increment the counters in the SSBO
// Offset Green bins by 256, Blue bins by 512
atomicAdd(histogram.bins[rBin], 1u);
atomicAdd(histogram.bins[gBin + 256u], 1u);
atomicAdd(histogram.bins[bBin + 512u], 1u);
// Optional: Track Max Value (more complex, requires another SSBO or different strategy)
// Example: atomicMax(histogram.maxBinValue, histogram.bins[rBin]); // Needs careful sync
}