static const uint GROUP_DIM = 8; // 2 ^ (out_mip_count - 1) Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer ConstantBuffer : register(b0) { uint2 mip1Size; uint sampleLevel; uint totalMips; } RWTexture2D mip1 : register(u0); RWTexture2D mip2 : register(u1); RWTexture2D mip3 : register(u2); RWTexture2D mip4 : register(u3); groupshared float4 groupColor[GROUP_DIM][GROUP_DIM]; [numthreads(GROUP_DIM, GROUP_DIM, 1)] void CS_Generate4MipMaps(uint3 localId: SV_GroupThreadId, uint3 globalId: SV_DispatchThreadID) { const float2 coord = float2(1.0f / float(mip1Size.x), 1.0f / float(mip1Size.y)) * (globalId.xy + 0.5); float4 c = tex.SampleLevel(samp, coord, sampleLevel); mip1[globalId.xy] = c; groupColor[localId.y][localId.x] = c; if (sampleLevel + 1 >= totalMips) return; GroupMemoryBarrierWithGroupSync(); if ((localId.x & 1) == 0 && (localId.y & 1) == 0) { c = (c + groupColor[localId.y][localId.x + 1] + groupColor[localId.y + 1][localId.x] + groupColor[localId.y + 1][localId.x + 1]) / 4.0; mip2[globalId.xy / 2] = c; groupColor[localId.y][localId.x] = c; } if (sampleLevel + 2 >= totalMips) return; GroupMemoryBarrierWithGroupSync(); if ((localId.x & 3) == 0 && (localId.y & 3) == 0) { c = (c + groupColor[localId.y][localId.x + 2] + groupColor[localId.y + 2][localId.x] + groupColor[localId.y + 2][localId.x + 2]) / 4.0; mip3[globalId.xy / 4] = c; groupColor[localId.y][localId.x] = c; } if (sampleLevel + 3 >= totalMips) return; GroupMemoryBarrierWithGroupSync(); if ((localId.x & 7) == 0 && (localId.y & 7) == 0) { c = (c + groupColor[localId.y][localId.x + 3] + groupColor[localId.y + 3][localId.x] + groupColor[localId.y + 3][localId.x + 3]) / 4.0; mip4[globalId.xy / 8] = c; } }