1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
|
Shader "yum_food/fft"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_N ("N", Int) = 256
_Radix ("Radix", Int) = 16
_Stage ("Stage", Int) = 0
[Toggle] _Passthrough ("Pass Through", Float) = 0
[Toggle] _LDS ("Temporal LDS", Float) = 0
[Toggle] _Luminance ("Luminance", Float) = 0
[Toggle] _Inverse ("Inverse FFT", Float) = 0
[Toggle] _BitReversal ("Bit Reversal Only", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define GPU_FFT_RADIX16
#define GPU_FFT_RADIX16_N256
#include "fft_twiddle_tables.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
uint num_stages_per_dim : TEXCOORD1;
int span : TEXCOORD2;
int butterfly_size : TEXCOORD3;
int num_stages : TEXCOORD4;
};
texture2D _MainTex;
SamplerState point_clamp_s;
int _N;
int _Radix;
int _Stage;
float _Passthrough;
float _LDS;
float _Luminance;
float _Inverse;
float _BitReversal;
#define PHI 1.618033988749894
// Helper function to compute integer power
int int_pow(int base, int exp)
{
int result = 1;
for (int i = 0; i < exp; i++)
{
result *= base;
}
return result;
}
// Generalized digit reversal for any radix
uint reverse_digits(uint n, uint num_digits, uint radix)
{
uint bits_per_digit = (uint)(log2(radix));
uint digit_mask = radix - 1;
uint reversed = 0;
for (uint i = 0; i < num_digits; i++)
{
uint digit = (n >> (bits_per_digit * i)) & digit_mask;
reversed |= digit << (bits_per_digit * (num_digits - 1 - i));
}
return reversed;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
// Calculate num_stages_per_dim = log_radix(N)
o.num_stages_per_dim = (uint)(log(_N) / log(_Radix));
// Determine current stage (0-based index within row or column passes)
int current_stage = (_Stage < o.num_stages_per_dim) ? _Stage : (_Stage - o.num_stages_per_dim);
// Calculate span and butterfly_size
o.span = _N / int_pow(_Radix, current_stage + 1);
o.butterfly_size = o.span * _Radix;
return o;
}
float luminance(float3 color) {
return dot(color, float3(0.2126, 0.7152, 0.0722));
}
fixed4 frag (v2f i) : SV_Target
{
// Extract coordinates
int2 pixel_index = (int2)(i.uv * _N);
int x = pixel_index.x;
int y = pixel_index.y;
// Bit reversal mode
if (_BitReversal > 0.5)
{
uint num_digits = i.num_stages_per_dim;
uint rev_x = reverse_digits((uint)x, num_digits, (uint)_Radix);
uint rev_y = reverse_digits((uint)y, num_digits, (uint)_Radix);
float2 rev_uv = float2((rev_x + 0.5) / (float) _N, (rev_y + 0.5) / (float) _N);
float4 col = _MainTex.SampleLevel(point_clamp_s, rev_uv, 0);
return col;
}
// Pass through mode
if (_Passthrough > 0.5)
{
float3 col = _MainTex.SampleLevel(point_clamp_s, i.uv, 0).rgb;
if (_LDS > 0.5) {
col += PHI * _Time[0];
col = frac(col);
}
if (_Luminance > 0.5) {
col = luminance(col);
}
return float4(col, 1);
}
// Determine processing direction
bool is_row_stage = (_Stage < i.num_stages_per_dim);
int coord = is_row_stage ? x : y;
// Calculate butterfly indices
const int group = coord / i.butterfly_size;
const int idx_in_group = coord % i.butterfly_size;
const int wing = idx_in_group / i.span;
const int idx_in_wing = idx_in_group % i.span;
// Main DFT loop
float sum_real = 0.0;
float sum_imag = 0.0;
for (int j = 0; j < _Radix; j++)
{
// Calculate input position
const int input_pos = group * i.butterfly_size + j * i.span + idx_in_wing;
// Read input value
float in_real, in_imag;
if (is_row_stage)
{
const float2 input_uv = float2((input_pos + 0.5) / (float)_N, i.uv.y);
const float4 input_tex = _MainTex.SampleLevel(point_clamp_s, input_uv, 0);
if (_Stage == 0 && _Inverse < 0.5) {
// Assume that input is grayscale and real-valued.
in_real = input_tex.x;
in_imag = 0;
} else {
in_real = input_tex.x;
in_imag = input_tex.y;
}
}
else
{
float2 input_uv = float2(i.uv.x, (input_pos + 0.5) / (float)_N);
float4 input_tex = _MainTex.SampleLevel(point_clamp_s, input_uv, 0);
in_real = input_tex.x;
in_imag = input_tex.y;
}
// Read DFT coefficient
const float2 coeff = _Inverse > 0.5 ? IDFT_MATRIX[wing][j] : DFT_MATRIX[wing][j];
const float coeff_real = coeff.x;
const float coeff_imag = coeff.y;
// Complex multiply-accumulate
sum_real += coeff_real * in_real - coeff_imag * in_imag;
sum_imag += coeff_real * in_imag + coeff_imag * in_real;
}
// Apply stage twiddle if needed
float out_real, out_imag;
if (wing > 0 && idx_in_wing > 0)
{
const int twiddle_idx = wing * idx_in_wing;
float2 tw;
if (_Stage % 2 == 0) {
tw = _Inverse > 0.5 ? STAGE0_TWIDDLES_INV[twiddle_idx] : STAGE0_TWIDDLES[twiddle_idx];
} else {
tw = _Inverse > 0.5 ? STAGE1_TWIDDLES_INV[twiddle_idx] : STAGE1_TWIDDLES[twiddle_idx];
}
float tw_real = tw.x;
float tw_imag = tw.y;
// Output = twiddle * sum
out_real = tw_real * sum_real - tw_imag * sum_imag;
out_imag = tw_real * sum_imag + tw_imag * sum_real;
}
else
{
out_real = sum_real;
out_imag = sum_imag;
}
// Handle final stage of inverse FFT
if (_Inverse > 0.5 && _Stage == i.num_stages_per_dim * 2 - 1) {
float normalized = out_real / (_N * _N);
return float4(normalized, normalized, normalized, 1);
}
// Pack complex result into RGBA
return float4(out_real, out_imag, 0, 1);
}
ENDCG
}
}
}
|