#define BlitRS \ "DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ "DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ "CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\ struct VertexToPixel { float2 tex : TEXCOORD0; float4 pos : SV_POSITION; }; cbuffer SourceRegionBuffer : register(b0, space3) { float2 UVLeftTop; float2 UVDimensions; uint MipLevel; float LayerOrDepth; }; Texture2D SourceTexture2D : register(t0, space2); Texture2DArray SourceTexture2DArray : register(t0, space2); Texture3D SourceTexture3D : register(t0, space2); TextureCube SourceTextureCube : register(t0, space2); TextureCubeArray SourceTextureCubeArray : register(t0, space2); sampler SourceSampler : register(s0, space2); [RootSignature(BlitRS)] VertexToPixel FullscreenVert(uint vI : SV_VERTEXID) { float2 inTex = float2((vI << 1) & 2, vI & 2); VertexToPixel Out = (VertexToPixel)0; Out.tex = inTex; Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f); return Out; } [RootSignature(BlitRS)] float4 BlitFrom2D(VertexToPixel input) : SV_Target0 { float2 newCoord = UVLeftTop + UVDimensions * input.tex; return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel); } [RootSignature(BlitRS)] float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0 { float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth); return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel); } [RootSignature(BlitRS)] float4 BlitFrom3D(VertexToPixel input) : SV_Target0 { float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth); return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel); } [RootSignature(BlitRS)] float4 BlitFromCube(VertexToPixel input) : SV_Target0 { // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping float3 newCoord; float2 scaledUV = UVLeftTop + UVDimensions * input.tex; float u = 2.0 * scaledUV.x - 1.0; float v = 2.0 * scaledUV.y - 1.0; switch ((uint)LayerOrDepth) { case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z default: newCoord = float3(0, 0, 0); break; // silences warning } return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel); } [RootSignature(BlitRS)] float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0 { // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping float3 newCoord; float2 scaledUV = UVLeftTop + UVDimensions * input.tex; float u = 2.0 * scaledUV.x - 1.0; float v = 2.0 * scaledUV.y - 1.0; uint ArrayIndex = (uint)LayerOrDepth / 6; switch ((uint)LayerOrDepth % 6) { case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z default: newCoord = float3(0, 0, 0); break; // silences warning } return SourceTextureCubeArray.SampleLevel(SourceSampler, float4(newCoord, float(ArrayIndex)), MipLevel); }