8 .local_group_size(16, 16)
9 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
10 .image(0,
GPU_RG16I, Qualifier::WRITE, ImageType::INT_2D,
"boundary_img")
11 .compute_source(
"compositor_inpaint_compute_boundary.glsl")
12 .do_static_compilation(
true);
15 .local_group_size(16, 16)
16 .push_constant(Type::INT,
"max_distance")
17 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
18 .sampler(1, ImageType::INT_2D,
"flooded_boundary_tx")
19 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"filled_region_img")
20 .image(1,
GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"distance_to_boundary_img")
21 .image(2,
GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"smoothing_radius_img")
22 .compute_source(
"compositor_inpaint_fill_region.glsl")
23 .do_static_compilation(
true);
26 .local_group_size(16, 16)
27 .push_constant(Type::INT,
"max_distance")
28 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
29 .sampler(1, ImageType::FLOAT_2D,
"inpainted_region_tx")
30 .sampler(2, ImageType::FLOAT_2D,
"distance_to_boundary_tx")
31 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"output_img")
32 .compute_source(
"compositor_inpaint_compute_region.glsl")
33 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)