EG/RenderPipelineFile/rpcore/shader/fps_chart.compute.glsl
2025-07-24 11:37:46 +08:00

74 lines
2.4 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
#pragma optionNV (unroll all)
layout(local_size_x = 10, local_size_y = 4, local_size_z = 1) in;
uniform writeonly image2D RESTRICT DestTex;
uniform samplerBuffer FPSValues;
uniform int index;
uniform float maxMs;
void main() {
// TODO: Might make this an input
const ivec2 widget_size = ivec2(250, 120);
ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
// Store the current pixels color
vec4 color = vec4(0);
int buffer_offset = coord.x + index;
// Make sure the value does not get negative
buffer_offset += 10 * widget_size.x;
buffer_offset = buffer_offset % widget_size.x;
float ms_value = texelFetch(FPSValues, buffer_offset).x;
float prev_ms_value = texelFetch(
FPSValues, (buffer_offset - 1 + widget_size.x) % widget_size.x).x;
int ms_pixel = int(ms_value / maxMs * widget_size.y);
int prev_ms_pixel = int(prev_ms_value / maxMs * widget_size.y);
if (coord.y >= min(ms_pixel, prev_ms_pixel) &&
coord.y <= max(ms_pixel, prev_ms_pixel)) {
color = vec4(0, 1, 0, 1);
}
// Axis
if (coord.x == 0 || coord.y == 0) {
color = vec4(1);
}
imageStore(DestTex, coord, color);
}