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// A compute shader to convert from a buffer into a mip-map texture.
cbuffer Uniforms
{
uint4 mipOffset[16];
uint dstLayer;
uint width;
uint height;
RWStructuredBuffer<float> srcBuffer;
RWTexture2D dstTexture;
}
[shader("compute")]
[numthreads(16, 16, 1)]
void computeMain(uint3 threadIdx : SV_DispatchThreadID)
{
uint x = threadIdx.x;
uint y = threadIdx.y;
uint dstW = width >> dstLayer;
uint dstH = height >> dstLayer;
if (x >= dstW) return;
if (y >= dstH) return;
uint dstOffset = mipOffset[dstLayer / 4][dstLayer % 4] + (y * dstW + x) * 4;
var dstVal = float4(srcBuffer[dstOffset], srcBuffer[dstOffset + 1], srcBuffer[dstOffset + 2], srcBuffer[dstOffset + 3]);
dstTexture[uint2(x, y)] = dstVal;
}
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