Advertisement Jump to content
Sign in to follow this  
MickeyMouse

HLSL (Pixel Shader): Pack 32-bit float to 32-bit A8R8G8B8 render target

This topic is 4936 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi everyone, In pixel shader I need to store the 32-bit float value in 32-bit render target of the format A8R8G8B8. Then, during second rendering pass I'll need to unpack values stored in A8R8G8B8 back to 32-bit float. Anyone knows the fastest way to implement the packing / unpacking schema? Thanks.

Share this post


Link to post
Share on other sites
Advertisement
Hi,

float3 F32_Compress(float f)
{
float u,v,w;
float res_u, res_v;

u = floor(f*256.0);
res_u = f*256.0 - u;
v = floor(res_u * 256.0);
res_v = res_u*256.0 - v;
w = floor(res_v*256.0);

return (1/256.0*float3(u,v,w));
}

float F32_Decompress(float3 vec)
{
return (vec.x+vec.y*1.0/256.0+vec.z*1.0/65536.0);
}

This is not bit-per-bit copy (which would be a better solution) but it's not too bad.

Diego

Share this post


Link to post
Share on other sites
Thanks a lot,

Quote:
Original post by Cypher19
Why an A8R8G8B8 texture? Can't you just use an R32F?


I could and I did, but I'm testing different render target formats configurations for my deferred shading demo renderer.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!