diff --git a/.gitmodules b/.gitmodules
new file mode 100644
index 00000000..08c8d8c2
--- /dev/null
+++ b/.gitmodules
@@ -0,0 +1,3 @@
+[submodule "fidelityfx.fsr"]
+ path = fidelityfx.fsr
+ url = https://gitea.nicodepoel.com/ndepoel/FSRPackage.git
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3.meta
deleted file mode 100644
index e12cfa8a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: bfeca308812376e4a8e5e49e0d96c5c6
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs
deleted file mode 100644
index 3a288431..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using UnityEngine;
-
-namespace FidelityFX
-{
- internal static class Fsr3ShaderIDs
- {
- // Shader resource views, i.e. read-only bindings
- internal static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered");
- internal static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only");
- internal static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors");
- internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth");
- internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure");
- internal static readonly int SrvAutoExposure = Shader.PropertyToID("r_auto_exposure");
- internal static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask");
- internal static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask");
- internal static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth");
- internal static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors");
- internal static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors");
- internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth");
- internal static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color");
- internal static readonly int SrvLockStatus = Shader.PropertyToID("r_lock_status");
- internal static readonly int SrvLockInputLuma = Shader.PropertyToID("r_lock_input_luma");
- internal static readonly int SrvPreparedInputColor = Shader.PropertyToID("r_prepared_input_color");
- internal static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history");
- internal static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input");
- internal static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut");
- internal static readonly int SrvSceneLuminanceMips = Shader.PropertyToID("r_imgMips");
- internal static readonly int SrvUpscaleMaximumBiasLut = Shader.PropertyToID("r_upsample_maximum_bias_lut");
- internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
- internal static readonly int SrvPrevColorPreAlpha = Shader.PropertyToID("r_input_prev_color_pre_alpha");
- internal static readonly int SrvPrevColorPostAlpha = Shader.PropertyToID("r_input_prev_color_post_alpha");
-
- // Unordered access views, i.e. random read/write bindings
- internal static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth");
- internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
- internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth");
- internal static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color");
- internal static readonly int UavLockStatus = Shader.PropertyToID("rw_lock_status");
- internal static readonly int UavLockInputLuma = Shader.PropertyToID("rw_lock_input_luma");
- internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
- internal static readonly int UavPreparedInputColor = Shader.PropertyToID("rw_prepared_input_color");
- internal static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history");
- internal static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output");
- internal static readonly int UavExposureMipLumaChange = Shader.PropertyToID("rw_img_mip_shading_change");
- internal static readonly int UavExposureMip5 = Shader.PropertyToID("rw_img_mip_5");
- internal static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks");
- internal static readonly int UavAutoExposure = Shader.PropertyToID("rw_auto_exposure");
- internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
- internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
- internal static readonly int UavAutoComposition = Shader.PropertyToID("rw_output_autocomposition");
- internal static readonly int UavPrevColorPreAlpha = Shader.PropertyToID("rw_output_prev_color_pre_alpha");
- internal static readonly int UavPrevColorPostAlpha = Shader.PropertyToID("rw_output_prev_color_post_alpha");
-
- // Constant buffer bindings
- internal static readonly int CbFsr3Upscaler = Shader.PropertyToID("cbFSR3Upscaler");
- internal static readonly int CbSpd = Shader.PropertyToID("cbSPD");
- internal static readonly int CbRcas = Shader.PropertyToID("cbRCAS");
- internal static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive");
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs.meta
deleted file mode 100644
index 90126170..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3ShaderIDs.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: a0e0bcc2967836742b7864d1cafafbf0
-timeCreated: 1679060863
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs
deleted file mode 100644
index c636c93f..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs
+++ /dev/null
@@ -1,333 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-using UnityEngine.Rendering;
-
-namespace FidelityFX
-{
- ///
- /// A collection of helper functions and data structures required by the FSR3 Upscaler process.
- ///
- public static class Fsr3Upscaler
- {
- ///
- /// Creates a new FSR3 Upscaler context with standard parameters that are appropriate for the current platform.
- ///
- public static Fsr3UpscalerContext CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, Fsr3UpscalerShaders shaders, InitializationFlags flags = 0)
- {
- if (SystemInfo.usesReversedZBuffer)
- flags |= InitializationFlags.EnableDepthInverted;
- else
- flags &= ~InitializationFlags.EnableDepthInverted;
-
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
- flags |= InitializationFlags.EnableDebugChecking;
-#endif
-
- Debug.Log($"Setting up FSR3 Upscaler with render size: {maxRenderSize.x}x{maxRenderSize.y}, display size: {displaySize.x}x{displaySize.y}, flags: {flags}");
-
- var contextDescription = new ContextDescription
- {
- Flags = flags,
- DisplaySize = displaySize,
- MaxRenderSize = maxRenderSize,
- Shaders = shaders,
- };
-
- var context = new Fsr3UpscalerContext();
- context.Create(contextDescription);
- return context;
- }
-
- public static float GetUpscaleRatioFromQualityMode(QualityMode qualityMode)
- {
- switch (qualityMode)
- {
- case QualityMode.NativeAA:
- return 1.0f;
- case QualityMode.UltraQuality:
- return 1.2f;
- case QualityMode.Quality:
- return 1.5f;
- case QualityMode.Balanced:
- return 1.7f;
- case QualityMode.Performance:
- return 2.0f;
- case QualityMode.UltraPerformance:
- return 3.0f;
- default:
- return 1.0f;
- }
- }
-
- public static void GetRenderResolutionFromQualityMode(
- out int renderWidth, out int renderHeight,
- int displayWidth, int displayHeight, QualityMode qualityMode)
- {
- float ratio = GetUpscaleRatioFromQualityMode(qualityMode);
- renderWidth = Mathf.RoundToInt(displayWidth / ratio);
- renderHeight = Mathf.RoundToInt(displayHeight / ratio);
- }
-
- public static float GetMipmapBiasOffset(int renderWidth, int displayWidth)
- {
- return Mathf.Log((float)renderWidth / displayWidth, 2.0f) - 1.0f;
- }
-
- public static int GetJitterPhaseCount(int renderWidth, int displayWidth)
- {
- const float basePhaseCount = 8.0f;
- int jitterPhaseCount = (int)(basePhaseCount * Mathf.Pow((float)displayWidth / renderWidth, 2.0f));
- return jitterPhaseCount;
- }
-
- public static void GetJitterOffset(out float outX, out float outY, int index, int phaseCount)
- {
- outX = Halton((index % phaseCount) + 1, 2) - 0.5f;
- outY = Halton((index % phaseCount) + 1, 3) - 0.5f;
- }
-
- // Calculate halton number for index and base.
- private static float Halton(int index, int @base)
- {
- float f = 1.0f, result = 0.0f;
-
- for (int currentIndex = index; currentIndex > 0;) {
-
- f /= @base;
- result += f * (currentIndex % @base);
- currentIndex = (int)Mathf.Floor((float)currentIndex / @base);
- }
-
- return result;
- }
-
- public static float Lanczos2(float value)
- {
- return Mathf.Abs(value) < Mathf.Epsilon ? 1.0f : Mathf.Sin(Mathf.PI * value) / (Mathf.PI * value) * (Mathf.Sin(0.5f * Mathf.PI * value) / (0.5f * Mathf.PI * value));
- }
-
-#if !UNITY_2021_1_OR_NEWER
- internal static void SetBufferData(this CommandBuffer commandBuffer, ComputeBuffer computeBuffer, Array data)
- {
- commandBuffer.SetComputeBufferData(computeBuffer, data);
- }
-#endif
-
- public enum QualityMode
- {
- NativeAA = 0,
- UltraQuality = 1,
- Quality = 2,
- Balanced = 3,
- Performance = 4,
- UltraPerformance = 5,
- }
-
- [Flags]
- public enum InitializationFlags
- {
- EnableHighDynamicRange = 1 << 0,
- EnableDisplayResolutionMotionVectors = 1 << 1,
- EnableMotionVectorsJitterCancellation = 1 << 2,
- EnableDepthInverted = 1 << 3,
- EnableDepthInfinite = 1 << 4,
- EnableAutoExposure = 1 << 5,
- EnableDynamicResolution = 1 << 6,
- EnableFP16Usage = 1 << 7,
- EnableDebugChecking = 1 << 8,
- }
-
- ///
- /// A structure encapsulating the parameters required to initialize FidelityFX Super Resolution 3 upscaling.
- ///
- public struct ContextDescription
- {
- public InitializationFlags Flags;
- public Vector2Int MaxRenderSize;
- public Vector2Int DisplaySize;
- public Fsr3UpscalerShaders Shaders;
- }
-
- ///
- /// A structure encapsulating the parameters for dispatching the various passes of FidelityFX Super Resolution 3.
- ///
- public class DispatchDescription
- {
- public ResourceView Color;
- public ResourceView Depth;
- public ResourceView MotionVectors;
- public ResourceView Exposure; // optional
- public ResourceView Reactive; // optional
- public ResourceView TransparencyAndComposition; // optional
- public ResourceView Output;
- public Vector2 JitterOffset;
- public Vector2 MotionVectorScale;
- public Vector2Int RenderSize;
- public Vector2Int InputResourceSize;
- public bool EnableSharpening;
- public float Sharpness;
- public float FrameTimeDelta; // in seconds
- public float PreExposure;
- public bool Reset;
- public float CameraNear;
- public float CameraFar;
- public float CameraFovAngleVertical;
- public float ViewSpaceToMetersFactor;
-
- // EXPERIMENTAL reactive mask generation parameters
- public bool EnableAutoReactive;
- public ResourceView ColorOpaqueOnly;
- public float AutoTcThreshold = 0.05f;
- public float AutoTcScale = 1.0f;
- public float AutoReactiveScale = 5.0f;
- public float AutoReactiveMax = 0.9f;
- }
-
- ///
- /// A structure encapsulating the parameters for automatic generation of a reactive mask.
- /// The default values for Scale, CutoffThreshold, BinaryValue and Flags were taken from the FSR3 demo project.
- ///
- public class GenerateReactiveDescription
- {
- public ResourceView ColorOpaqueOnly;
- public ResourceView ColorPreUpscale;
- public ResourceView OutReactive;
- public Vector2Int RenderSize;
- public float Scale = 0.5f;
- public float CutoffThreshold = 0.2f;
- public float BinaryValue = 0.9f;
- public GenerateReactiveFlags Flags = GenerateReactiveFlags.ApplyTonemap | GenerateReactiveFlags.ApplyThreshold | GenerateReactiveFlags.UseComponentsMax;
- }
-
- [Flags]
- public enum GenerateReactiveFlags
- {
- ApplyTonemap = 1 << 0,
- ApplyInverseTonemap = 1 << 1,
- ApplyThreshold = 1 << 2,
- UseComponentsMax = 1 << 3,
- }
-
- [Serializable, StructLayout(LayoutKind.Sequential)]
- internal struct UpscalerConstants
- {
- public Vector2Int renderSize;
- public Vector2Int maxRenderSize;
- public Vector2Int displaySize;
- public Vector2Int inputColorResourceDimensions;
- public Vector2Int lumaMipDimensions;
- public int lumaMipLevelToUse;
- public int frameIndex;
-
- public Vector4 deviceToViewDepth;
- public Vector2 jitterOffset;
- public Vector2 motionVectorScale;
- public Vector2 downscaleFactor;
- public Vector2 motionVectorJitterCancellation;
- public float preExposure;
- public float previousFramePreExposure;
- public float tanHalfFOV;
- public float jitterPhaseCount;
- public float deltaTime;
- public float dynamicResChangeFactor;
- public float viewSpaceToMetersFactor;
-
- public int dummy;
- }
-
- [Serializable, StructLayout(LayoutKind.Sequential)]
- internal struct SpdConstants
- {
- public uint mips;
- public uint numWorkGroups;
- public uint workGroupOffsetX, workGroupOffsetY;
- public uint renderSizeX, renderSizeY;
- }
-
- [Serializable, StructLayout(LayoutKind.Sequential)]
- internal struct GenerateReactiveConstants
- {
- public float scale;
- public float threshold;
- public float binaryValue;
- public uint flags;
- }
-
- [Serializable, StructLayout(LayoutKind.Sequential)]
- internal struct GenerateReactiveConstants2
- {
- public float autoTcThreshold;
- public float autoTcScale;
- public float autoReactiveScale;
- public float autoReactiveMax;
- }
-
- [Serializable, StructLayout(LayoutKind.Sequential)]
- internal struct RcasConstants
- {
- public RcasConstants(uint sharpness, uint halfSharp)
- {
- this.sharpness = sharpness;
- this.halfSharp = halfSharp;
- dummy0 = dummy1 = 0;
- }
-
- public readonly uint sharpness;
- public readonly uint halfSharp;
- public readonly uint dummy0;
- public readonly uint dummy1;
- }
- }
-
- ///
- /// An immutable structure wrapping all of the necessary information to bind a specific buffer or attachment of a render target to a compute shader.
- ///
- public readonly struct ResourceView
- {
- ///
- /// This value is the equivalent of not setting any value at all; all struct fields will have their default values.
- /// It does not refer to a valid texture, therefore any variable set to this value should be checked for IsValid and reassigned before being bound to a shader.
- ///
- public static readonly ResourceView Unassigned = new ResourceView(default);
-
- ///
- /// This value contains a valid texture reference that can be bound to a shader, however it is just an empty placeholder texture.
- /// Binding this to a shader can be seen as setting the texture variable inside the shader to null.
- ///
- public static readonly ResourceView None = new ResourceView(BuiltinRenderTextureType.None);
-
- public ResourceView(in RenderTargetIdentifier renderTarget, RenderTextureSubElement subElement = RenderTextureSubElement.Default, int mipLevel = 0)
- {
- RenderTarget = renderTarget;
- SubElement = subElement;
- MipLevel = mipLevel;
- }
-
- public bool IsValid => !RenderTarget.Equals(default);
-
- public readonly RenderTargetIdentifier RenderTarget;
- public readonly RenderTextureSubElement SubElement;
- public readonly int MipLevel;
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs.meta
deleted file mode 100644
index 6717df42..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3Upscaler.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: df8b18c192f2dc145b4b43e68fd3407d
-timeCreated: 1673441954
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs
deleted file mode 100644
index 3e4e24f2..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs
+++ /dev/null
@@ -1,151 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using UnityEngine;
-
-namespace FidelityFX
-{
- ///
- /// Scriptable object containing all shader resources required by FidelityFX Super Resolution 3 (FSR3) Upscaler.
- /// These can be stored in an asset file and referenced from a scene or prefab, avoiding the need to load the shaders from a Resources folder.
- ///
- public class Fsr3UpscalerAssets : ScriptableObject
- {
- public Fsr3UpscalerShaders shaders;
-
-#if UNITY_EDITOR
- private void Reset()
- {
- shaders = new Fsr3UpscalerShaders
- {
- computeLuminancePyramidPass = FindComputeShader("ffx_fsr3upscaler_compute_luminance_pyramid_pass"),
- reconstructPreviousDepthPass = FindComputeShader("ffx_fsr3upscaler_reconstruct_previous_depth_pass"),
- depthClipPass = FindComputeShader("ffx_fsr3upscaler_depth_clip_pass"),
- lockPass = FindComputeShader("ffx_fsr3upscaler_lock_pass"),
- accumulatePass = FindComputeShader("ffx_fsr3upscaler_accumulate_pass"),
- sharpenPass = FindComputeShader("ffx_fsr3upscaler_rcas_pass"),
- autoGenReactivePass = FindComputeShader("ffx_fsr3upscaler_autogen_reactive_pass"),
- tcrAutoGenPass = FindComputeShader("ffx_fsr3upscaler_tcr_autogen_pass"),
- };
- }
-
- private static ComputeShader FindComputeShader(string name)
- {
- string[] assetGuids = UnityEditor.AssetDatabase.FindAssets($"t:ComputeShader {name}");
- if (assetGuids == null || assetGuids.Length == 0)
- return null;
-
- string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[0]);
- return UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath);
- }
-#endif
- }
-
- ///
- /// All the compute shaders used by the FSR3 Upscaler.
- ///
- [System.Serializable]
- public class Fsr3UpscalerShaders
- {
- ///
- /// The compute shader used by the luminance pyramid computation pass.
- ///
- public ComputeShader computeLuminancePyramidPass;
-
- ///
- /// The compute shader used by the previous depth reconstruction pass.
- ///
- public ComputeShader reconstructPreviousDepthPass;
-
- ///
- /// The compute shader used by the depth clip pass.
- ///
- public ComputeShader depthClipPass;
-
- ///
- /// The compute shader used by the lock pass.
- ///
- public ComputeShader lockPass;
-
- ///
- /// The compute shader used by the accumulation pass.
- ///
- public ComputeShader accumulatePass;
-
- ///
- /// The compute shader used by the RCAS sharpening pass.
- ///
- public ComputeShader sharpenPass;
-
- ///
- /// The compute shader used to auto-generate a reactive mask.
- ///
- public ComputeShader autoGenReactivePass;
-
- ///
- /// The compute shader used to auto-generate a transparency & composition mask.
- ///
- public ComputeShader tcrAutoGenPass;
-
- ///
- /// Returns a copy of this class and its contents.
- ///
- public Fsr3UpscalerShaders Clone()
- {
- return (Fsr3UpscalerShaders)MemberwiseClone();
- }
-
- ///
- /// Returns a copy of this class with clones of all its shaders.
- /// This can be useful if you're running multiple FSR3 Upscaler instances with different shader configurations.
- /// Be sure to clean up these clones through Dispose once you're done with them.
- ///
- public Fsr3UpscalerShaders DeepCopy()
- {
- return new Fsr3UpscalerShaders
- {
- computeLuminancePyramidPass = Object.Instantiate(computeLuminancePyramidPass),
- reconstructPreviousDepthPass = Object.Instantiate(reconstructPreviousDepthPass),
- depthClipPass = Object.Instantiate(depthClipPass),
- lockPass = Object.Instantiate(lockPass),
- accumulatePass = Object.Instantiate(accumulatePass),
- sharpenPass = Object.Instantiate(sharpenPass),
- autoGenReactivePass = Object.Instantiate(autoGenReactivePass),
- tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass),
- };
- }
-
- ///
- /// Destroy all the shaders within this instance.
- /// Use this only on clones created through DeepCopy.
- ///
- public void Dispose()
- {
- Object.Destroy(computeLuminancePyramidPass);
- Object.Destroy(reconstructPreviousDepthPass);
- Object.Destroy(depthClipPass);
- Object.Destroy(lockPass);
- Object.Destroy(accumulatePass);
- Object.Destroy(sharpenPass);
- Object.Destroy(autoGenReactivePass);
- Object.Destroy(tcrAutoGenPass);
- }
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs.meta
deleted file mode 100644
index de480321..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerAssets.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
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- icon: {instanceID: 0}
- userData:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs
deleted file mode 100644
index 5b2c89cc..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs
+++ /dev/null
@@ -1,81 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using UnityEngine;
-
-namespace FidelityFX
-{
- ///
- /// A collection of callbacks required by the FSR3 Upscaler process.
- /// This allows some customization by the game dev on how to integrate FSR3 upscaling into their own game setup.
- ///
- public interface IFsr3UpscalerCallbacks
- {
- ///
- /// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers.
- /// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures.
- /// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays.
- ///
- /// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied.
- /// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.
- ///
- void ApplyMipmapBias(float biasOffset);
-
- void UndoMipmapBias();
- }
-
- ///
- /// Default implementation of IFsr3UpscalerCallbacks using simple Resources calls.
- /// These are fine for testing but a proper game will want to extend and override these methods.
- ///
- public class Fsr3UpscalerCallbacksBase: IFsr3UpscalerCallbacks
- {
- protected float CurrentBiasOffset = 0;
-
- public virtual void ApplyMipmapBias(float biasOffset)
- {
- if (float.IsNaN(biasOffset) || float.IsInfinity(biasOffset))
- return;
-
- CurrentBiasOffset += biasOffset;
-
- if (Mathf.Approximately(CurrentBiasOffset, 0f))
- {
- CurrentBiasOffset = 0f;
- }
-
- foreach (var texture in Resources.FindObjectsOfTypeAll())
- {
- if (texture.mipmapCount <= 1)
- continue;
-
- texture.mipMapBias += biasOffset;
- }
- }
-
- public virtual void UndoMipmapBias()
- {
- if (CurrentBiasOffset == 0f)
- return;
-
- ApplyMipmapBias(-CurrentBiasOffset);
- }
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs.meta
deleted file mode 100644
index ae2ee1a3..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerCallbacks.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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- icon: {instanceID: 0}
- userData:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs
deleted file mode 100644
index 2b6a6bdb..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs
+++ /dev/null
@@ -1,613 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-using UnityEngine.Rendering;
-
-namespace FidelityFX
-{
- ///
- /// This class loosely matches the FfxFsr3UpscalerContext struct from the original FSR3 codebase.
- /// It manages the various resources and compute passes required by the FSR3 Upscaler process.
- /// Note that this class does not know anything about Unity render pipelines; all it knows is CommandBuffers and RenderTargetIdentifiers.
- /// This should make it suitable for integration with any of the available Unity render pipelines.
- ///
- public class Fsr3UpscalerContext
- {
- private const int MaxQueuedFrames = 16;
-
- private Fsr3Upscaler.ContextDescription _contextDescription;
- private CommandBuffer _commandBuffer;
-
- private Fsr3UpscalerPass _depthClipPass;
- private Fsr3UpscalerPass _reconstructPreviousDepthPass;
- private Fsr3UpscalerPass _lockPass;
- private Fsr3UpscalerPass _accumulatePass;
- private Fsr3UpscalerPass _sharpenPass;
- private Fsr3UpscalerPass _computeLuminancePyramidPass;
- private Fsr3UpscalerPass _generateReactivePass;
- private Fsr3UpscalerPass _tcrAutogeneratePass;
-
- private readonly Fsr3UpscalerResources _resources = new Fsr3UpscalerResources();
-
- private ComputeBuffer _upscalerConstantsBuffer;
- private readonly Fsr3Upscaler.UpscalerConstants[] _upscalerConstantsArray = { new Fsr3Upscaler.UpscalerConstants() };
- private ref Fsr3Upscaler.UpscalerConstants UpscalerConsts => ref _upscalerConstantsArray[0];
-
- private ComputeBuffer _spdConstantsBuffer;
- private readonly Fsr3Upscaler.SpdConstants[] _spdConstantsArray = { new Fsr3Upscaler.SpdConstants() };
- private ref Fsr3Upscaler.SpdConstants SpdConsts => ref _spdConstantsArray[0];
-
- private ComputeBuffer _rcasConstantsBuffer;
- private readonly Fsr3Upscaler.RcasConstants[] _rcasConstantsArray = new Fsr3Upscaler.RcasConstants[1];
- private ref Fsr3Upscaler.RcasConstants RcasConsts => ref _rcasConstantsArray[0];
-
- private ComputeBuffer _generateReactiveConstantsBuffer;
- private readonly Fsr3Upscaler.GenerateReactiveConstants[] _generateReactiveConstantsArray = { new Fsr3Upscaler.GenerateReactiveConstants() };
- private ref Fsr3Upscaler.GenerateReactiveConstants GenReactiveConsts => ref _generateReactiveConstantsArray[0];
-
- private ComputeBuffer _tcrAutogenerateConstantsBuffer;
- private readonly Fsr3Upscaler.GenerateReactiveConstants2[] _tcrAutogenerateConstantsArray = { new Fsr3Upscaler.GenerateReactiveConstants2() };
- private ref Fsr3Upscaler.GenerateReactiveConstants2 TcrAutoGenConsts => ref _tcrAutogenerateConstantsArray[0];
-
- private bool _firstExecution;
- private Vector2 _previousJitterOffset;
- private int _resourceFrameIndex;
-
- public void Create(Fsr3Upscaler.ContextDescription contextDescription)
- {
- _contextDescription = contextDescription;
- _commandBuffer = new CommandBuffer { name = "FSR3 Upscaler" };
-
- _upscalerConstantsBuffer = CreateConstantBuffer();
- _spdConstantsBuffer = CreateConstantBuffer();
- _rcasConstantsBuffer = CreateConstantBuffer();
- _generateReactiveConstantsBuffer = CreateConstantBuffer();
- _tcrAutogenerateConstantsBuffer = CreateConstantBuffer();
-
- // Set defaults
- _firstExecution = true;
- _resourceFrameIndex = 0;
-
- UpscalerConsts.displaySize = _contextDescription.DisplaySize;
-
- _resources.Create(_contextDescription);
- CreatePasses();
- }
-
- private void CreatePasses()
- {
- _computeLuminancePyramidPass = new Fsr3UpscalerComputeLuminancePyramidPass(_contextDescription, _resources, _upscalerConstantsBuffer, _spdConstantsBuffer);
- _reconstructPreviousDepthPass = new Fsr3UpscalerReconstructPreviousDepthPass(_contextDescription, _resources, _upscalerConstantsBuffer);
- _depthClipPass = new Fsr3UpscalerDepthClipPass(_contextDescription, _resources, _upscalerConstantsBuffer);
- _lockPass = new Fsr3UpscalerLockPass(_contextDescription, _resources, _upscalerConstantsBuffer);
- _accumulatePass = new Fsr3UpscalerAccumulatePass(_contextDescription, _resources, _upscalerConstantsBuffer);
- _sharpenPass = new Fsr3UpscalerSharpenPass(_contextDescription, _resources, _upscalerConstantsBuffer, _rcasConstantsBuffer);
- _generateReactivePass = new Fsr3UpscalerGenerateReactivePass(_contextDescription, _resources, _generateReactiveConstantsBuffer);
- _tcrAutogeneratePass = new Fsr3UpscalerTcrAutogeneratePass(_contextDescription, _resources, _upscalerConstantsBuffer, _tcrAutogenerateConstantsBuffer);
- }
-
- public void Destroy()
- {
- DestroyPass(ref _tcrAutogeneratePass);
- DestroyPass(ref _generateReactivePass);
- DestroyPass(ref _computeLuminancePyramidPass);
- DestroyPass(ref _sharpenPass);
- DestroyPass(ref _accumulatePass);
- DestroyPass(ref _lockPass);
- DestroyPass(ref _reconstructPreviousDepthPass);
- DestroyPass(ref _depthClipPass);
-
- _resources.Destroy();
-
- DestroyConstantBuffer(ref _tcrAutogenerateConstantsBuffer);
- DestroyConstantBuffer(ref _generateReactiveConstantsBuffer);
- DestroyConstantBuffer(ref _rcasConstantsBuffer);
- DestroyConstantBuffer(ref _spdConstantsBuffer);
- DestroyConstantBuffer(ref _upscalerConstantsBuffer);
-
- if (_commandBuffer != null)
- {
- _commandBuffer.Dispose();
- _commandBuffer = null;
- }
- }
-
- public void Dispatch(Fsr3Upscaler.DispatchDescription dispatchParams)
- {
- _commandBuffer.Clear();
- Dispatch(dispatchParams, _commandBuffer);
- Graphics.ExecuteCommandBuffer(_commandBuffer);
- }
-
- public void Dispatch(Fsr3Upscaler.DispatchDescription dispatchParams, CommandBuffer commandBuffer)
- {
- if ((_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDebugChecking) != 0)
- {
- DebugCheckDispatch(dispatchParams);
- }
-
- if (_firstExecution)
- {
- commandBuffer.SetRenderTarget(_resources.LockStatus[0]);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
- commandBuffer.SetRenderTarget(_resources.LockStatus[1]);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
- }
-
- int frameIndex = _resourceFrameIndex % 2;
- bool resetAccumulation = dispatchParams.Reset || _firstExecution;
- _firstExecution = false;
-
- // If auto exposure is enabled use the auto exposure SRV, otherwise what the app sends
- if ((_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableAutoExposure) != 0)
- dispatchParams.Exposure = new ResourceView(_resources.AutoExposure);
- else if (!dispatchParams.Exposure.IsValid)
- dispatchParams.Exposure = new ResourceView(_resources.DefaultExposure);
-
- if (dispatchParams.EnableAutoReactive)
- {
- // Create the auto-TCR resources only when we need them
- if (_resources.AutoReactive == null)
- _resources.CreateTcrAutogenResources(_contextDescription);
-
- if (resetAccumulation)
- {
- RenderTargetIdentifier opaqueOnly = dispatchParams.ColorOpaqueOnly.IsValid ? dispatchParams.ColorOpaqueOnly.RenderTarget : Fsr3ShaderIDs.SrvOpaqueOnly;
- commandBuffer.Blit(_resources.PrevPreAlpha[frameIndex ^ 1], opaqueOnly);
- }
- }
- else if (_resources.AutoReactive != null)
- {
- // Destroy the auto-TCR resources if we don't use the feature
- _resources.DestroyTcrAutogenResources();
- }
-
- if (!dispatchParams.Reactive.IsValid) dispatchParams.Reactive = new ResourceView(_resources.DefaultReactive);
- if (!dispatchParams.TransparencyAndComposition.IsValid) dispatchParams.TransparencyAndComposition = new ResourceView(_resources.DefaultReactive);
- Fsr3UpscalerResources.CreateAliasableResources(commandBuffer, _contextDescription, dispatchParams);
-
- SetupConstants(dispatchParams, resetAccumulation);
-
- // Reactive mask bias
- const int threadGroupWorkRegionDim = 8;
- int dispatchSrcX = (UpscalerConsts.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchSrcY = (UpscalerConsts.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchDstX = (_contextDescription.DisplaySize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchDstY = (_contextDescription.DisplaySize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
-
- // Clear reconstructed depth for max depth store
- if (resetAccumulation)
- {
- commandBuffer.SetRenderTarget(_resources.LockStatus[frameIndex ^ 1]);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
-
- commandBuffer.SetRenderTarget(_resources.InternalUpscaled[frameIndex ^ 1]);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
-
- commandBuffer.SetRenderTarget(_resources.SceneLuminance);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
-
- // Auto exposure always used to track luma changes in locking logic
- commandBuffer.SetRenderTarget(_resources.AutoExposure);
- commandBuffer.ClearRenderTarget(false, true, new Color(0f, 1e8f, 0f, 0f));
-
- // Reset atomic counter to 0
- commandBuffer.SetRenderTarget(_resources.SpdAtomicCounter);
- commandBuffer.ClearRenderTarget(false, true, Color.clear);
- }
-
- // FSR3: need to clear here since we need the content of this surface for frame interpolation, so clearing in the lock pass is not an option
- bool depthInverted = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) == Fsr3Upscaler.InitializationFlags.EnableDepthInverted;
- commandBuffer.SetRenderTarget(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth);
- commandBuffer.ClearRenderTarget(false, true, depthInverted ? Color.clear : Color.white);
-
- // Auto exposure
- SetupSpdConstants(dispatchParams, out var dispatchThreadGroupCount);
-
- // Initialize constant buffers data
- commandBuffer.SetBufferData(_upscalerConstantsBuffer, _upscalerConstantsArray);
- commandBuffer.SetBufferData(_spdConstantsBuffer, _spdConstantsArray);
-
- // Auto reactive
- if (dispatchParams.EnableAutoReactive)
- {
- GenerateTransparencyCompositionReactive(dispatchParams, commandBuffer, frameIndex);
- dispatchParams.Reactive = new ResourceView(_resources.AutoReactive);
- dispatchParams.TransparencyAndComposition = new ResourceView(_resources.AutoComposition);
- }
-
- // Compute luminance pyramid
- _computeLuminancePyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y);
-
- // Reconstruct previous depth
- _reconstructPreviousDepthPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY);
-
- // Depth clip
- _depthClipPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY);
-
- // Create locks
- _lockPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY);
-
- // Accumulate
- _accumulatePass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchDstX, dispatchDstY);
-
- if (dispatchParams.EnableSharpening)
- {
- // Compute the constants
- SetupRcasConstants(dispatchParams);
- commandBuffer.SetBufferData(_rcasConstantsBuffer, _rcasConstantsArray);
-
- // Dispatch RCAS
- const int threadGroupWorkRegionDimRcas = 16;
- int threadGroupsX = (Screen.width + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas;
- int threadGroupsY = (Screen.height + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas;
- _sharpenPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, threadGroupsX, threadGroupsY);
- }
-
- _resourceFrameIndex = (_resourceFrameIndex + 1) % MaxQueuedFrames;
-
- Fsr3UpscalerResources.DestroyAliasableResources(commandBuffer);
- }
-
- public void GenerateReactiveMask(Fsr3Upscaler.GenerateReactiveDescription dispatchParams)
- {
- _commandBuffer.Clear();
- GenerateReactiveMask(dispatchParams, _commandBuffer);
- Graphics.ExecuteCommandBuffer(_commandBuffer);
- }
-
- public void GenerateReactiveMask(Fsr3Upscaler.GenerateReactiveDescription dispatchParams, CommandBuffer commandBuffer)
- {
- const int threadGroupWorkRegionDim = 8;
- int dispatchSrcX = (dispatchParams.RenderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchSrcY = (dispatchParams.RenderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
-
- GenReactiveConsts.scale = dispatchParams.Scale;
- GenReactiveConsts.threshold = dispatchParams.CutoffThreshold;
- GenReactiveConsts.binaryValue = dispatchParams.BinaryValue;
- GenReactiveConsts.flags = (uint)dispatchParams.Flags;
- commandBuffer.SetBufferData(_generateReactiveConstantsBuffer, _generateReactiveConstantsArray);
-
- ((Fsr3UpscalerGenerateReactivePass)_generateReactivePass).ScheduleDispatch(commandBuffer, dispatchParams, dispatchSrcX, dispatchSrcY);
- }
-
- private void GenerateTransparencyCompositionReactive(Fsr3Upscaler.DispatchDescription dispatchParams, CommandBuffer commandBuffer, int frameIndex)
- {
- const int threadGroupWorkRegionDim = 8;
- int dispatchSrcX = (dispatchParams.RenderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
- int dispatchSrcY = (dispatchParams.RenderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
-
- TcrAutoGenConsts.autoTcThreshold = dispatchParams.AutoTcThreshold;
- TcrAutoGenConsts.autoTcScale = dispatchParams.AutoTcScale;
- TcrAutoGenConsts.autoReactiveScale = dispatchParams.AutoReactiveScale;
- TcrAutoGenConsts.autoReactiveMax = dispatchParams.AutoReactiveMax;
- commandBuffer.SetBufferData(_tcrAutogenerateConstantsBuffer, _tcrAutogenerateConstantsArray);
-
- _tcrAutogeneratePass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY);
- }
-
- private void SetupConstants(Fsr3Upscaler.DispatchDescription dispatchParams, bool resetAccumulation)
- {
- ref Fsr3Upscaler.UpscalerConstants constants = ref UpscalerConsts;
-
- constants.jitterOffset = dispatchParams.JitterOffset;
- constants.renderSize = dispatchParams.RenderSize;
- constants.maxRenderSize = _contextDescription.MaxRenderSize;
- constants.inputColorResourceDimensions = dispatchParams.InputResourceSize;
-
- // Compute the horizontal FOV for the shader from the vertical one
- float aspectRatio = (float)dispatchParams.RenderSize.x / dispatchParams.RenderSize.y;
- float cameraAngleHorizontal = Mathf.Atan(Mathf.Tan(dispatchParams.CameraFovAngleVertical / 2.0f) * aspectRatio) * 2.0f;
- constants.tanHalfFOV = Mathf.Tan(cameraAngleHorizontal * 0.5f);
- constants.viewSpaceToMetersFactor = (dispatchParams.ViewSpaceToMetersFactor > 0.0f) ? dispatchParams.ViewSpaceToMetersFactor : 1.0f;
-
- // Compute params to enable device depth to view space depth computation in shader
- constants.deviceToViewDepth = SetupDeviceDepthToViewSpaceDepthParams(dispatchParams);
-
- // To be updated if resource is larger than the actual image size
- constants.downscaleFactor = new Vector2((float)constants.renderSize.x / _contextDescription.DisplaySize.x, (float)constants.renderSize.y / _contextDescription.DisplaySize.y);
- constants.previousFramePreExposure = constants.preExposure;
- constants.preExposure = (dispatchParams.PreExposure != 0) ? dispatchParams.PreExposure : 1.0f;
-
- // Motion vector data
- Vector2Int motionVectorsTargetSize = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) != 0 ? constants.displaySize : constants.renderSize;
- constants.motionVectorScale = dispatchParams.MotionVectorScale / motionVectorsTargetSize;
-
- // Compute jitter cancellation
- if ((_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0)
- {
- constants.motionVectorJitterCancellation = (_previousJitterOffset - constants.jitterOffset) / motionVectorsTargetSize;
- _previousJitterOffset = constants.jitterOffset;
- }
-
- int jitterPhaseCount = Fsr3Upscaler.GetJitterPhaseCount(dispatchParams.RenderSize.x, _contextDescription.DisplaySize.x);
- if (resetAccumulation || constants.jitterPhaseCount == 0)
- {
- constants.jitterPhaseCount = jitterPhaseCount;
- }
- else
- {
- int jitterPhaseCountDelta = (int)(jitterPhaseCount - constants.jitterPhaseCount);
- if (jitterPhaseCountDelta > 0)
- constants.jitterPhaseCount++;
- else if (jitterPhaseCountDelta < 0)
- constants.jitterPhaseCount--;
- }
-
- // Convert delta time to seconds and clamp to [0, 1]
- constants.deltaTime = Mathf.Clamp01(dispatchParams.FrameTimeDelta);
-
- if (resetAccumulation)
- constants.frameIndex = 0;
- else
- constants.frameIndex++;
-
- // Shading change usage of the SPD mip levels
- constants.lumaMipLevelToUse = Fsr3UpscalerPass.ShadingChangeMipLevel;
-
- float mipDiv = 2 << constants.lumaMipLevelToUse;
- constants.lumaMipDimensions.x = (int)(constants.maxRenderSize.x / mipDiv);
- constants.lumaMipDimensions.y = (int)(constants.maxRenderSize.y / mipDiv);
- }
-
- private Vector4 SetupDeviceDepthToViewSpaceDepthParams(Fsr3Upscaler.DispatchDescription dispatchParams)
- {
- bool inverted = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0;
- bool infinite = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInfinite) != 0;
-
- // make sure it has no impact if near and far plane values are swapped in dispatch params
- // the flags "inverted" and "infinite" will decide what transform to use
- float min = Mathf.Min(dispatchParams.CameraNear, dispatchParams.CameraFar);
- float max = Mathf.Max(dispatchParams.CameraNear, dispatchParams.CameraFar);
-
- if (inverted)
- {
- (min, max) = (max, min);
- }
-
- float q = max / (min - max);
- float d = -1.0f;
-
- Vector4 matrixElemC = new Vector4(q, -1.0f - Mathf.Epsilon, q, 0.0f + Mathf.Epsilon);
- Vector4 matrixElemE = new Vector4(q * min, -min - Mathf.Epsilon, q * min, max);
-
- // Revert x and y coords
- float aspect = (float)dispatchParams.RenderSize.x / dispatchParams.RenderSize.y;
- float cotHalfFovY = Mathf.Cos(0.5f * dispatchParams.CameraFovAngleVertical) / Mathf.Sin(0.5f * dispatchParams.CameraFovAngleVertical);
-
- int matrixIndex = (inverted ? 2 : 0) + (infinite ? 1 : 0);
- return new Vector4(
- d * matrixElemC[matrixIndex],
- matrixElemE[matrixIndex],
- aspect / cotHalfFovY,
- 1.0f / cotHalfFovY);
- }
-
- private void SetupRcasConstants(Fsr3Upscaler.DispatchDescription dispatchParams)
- {
- int sharpnessIndex = Mathf.RoundToInt(Mathf.Clamp01(dispatchParams.Sharpness) * (RcasConfigs.Length - 1));
- RcasConsts = RcasConfigs[sharpnessIndex];
- }
-
- private void SetupSpdConstants(Fsr3Upscaler.DispatchDescription dispatchParams, out Vector2Int dispatchThreadGroupCount)
- {
- RectInt rectInfo = new RectInt(0, 0, dispatchParams.RenderSize.x, dispatchParams.RenderSize.y);
- SpdSetup(rectInfo, out dispatchThreadGroupCount, out var workGroupOffset, out var numWorkGroupsAndMips);
-
- // Downsample
- ref Fsr3Upscaler.SpdConstants spdConstants = ref SpdConsts;
- spdConstants.numWorkGroups = (uint)numWorkGroupsAndMips.x;
- spdConstants.mips = (uint)numWorkGroupsAndMips.y;
- spdConstants.workGroupOffsetX = (uint)workGroupOffset.x;
- spdConstants.workGroupOffsetY = (uint)workGroupOffset.y;
- spdConstants.renderSizeX = (uint)dispatchParams.RenderSize.x;
- spdConstants.renderSizeY = (uint)dispatchParams.RenderSize.y;
- }
-
- private static void SpdSetup(RectInt rectInfo, out Vector2Int dispatchThreadGroupCount, out Vector2Int workGroupOffset, out Vector2Int numWorkGroupsAndMips, int mips = -1)
- {
- workGroupOffset = new Vector2Int(rectInfo.x / 64, rectInfo.y / 64);
-
- int endIndexX = (rectInfo.x + rectInfo.width - 1) / 64;
- int endIndexY = (rectInfo.y + rectInfo.height - 1) / 64;
-
- dispatchThreadGroupCount = new Vector2Int(endIndexX + 1 - workGroupOffset.x, endIndexY + 1 - workGroupOffset.y);
-
- numWorkGroupsAndMips = new Vector2Int(dispatchThreadGroupCount.x * dispatchThreadGroupCount.y, mips);
- if (mips < 0)
- {
- float resolution = Math.Max(rectInfo.width, rectInfo.height);
- numWorkGroupsAndMips.y = Math.Min(Mathf.FloorToInt(Mathf.Log(resolution, 2.0f)), 12);
- }
- }
-
- private void DebugCheckDispatch(Fsr3Upscaler.DispatchDescription dispatchParams)
- {
- if (!dispatchParams.Color.IsValid)
- {
- Debug.LogError("Color resource is null");
- }
-
- if (!dispatchParams.Depth.IsValid)
- {
- Debug.LogError("Depth resource is null");
- }
-
- if (!dispatchParams.MotionVectors.IsValid)
- {
- Debug.LogError("MotionVectors resource is null");
- }
-
- if (!dispatchParams.Output.IsValid)
- {
- Debug.LogError("Output resource is null");
- }
-
- if (dispatchParams.Exposure.IsValid && (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableAutoExposure) != 0)
- {
- Debug.LogWarning("Exposure resource provided, however auto exposure flag is present");
- }
-
- if (Mathf.Abs(dispatchParams.JitterOffset.x) > 1.0f || Mathf.Abs(dispatchParams.JitterOffset.y) > 1.0f)
- {
- Debug.LogWarning("JitterOffset contains value outside of expected range [-1.0, 1.0]");
- }
-
- if (dispatchParams.MotionVectorScale.x > _contextDescription.MaxRenderSize.x || dispatchParams.MotionVectorScale.y > _contextDescription.MaxRenderSize.y)
- {
- Debug.LogWarning("MotionVectorScale contains scale value greater than MaxRenderSize");
- }
-
- if (dispatchParams.MotionVectorScale.x == 0.0f || dispatchParams.MotionVectorScale.y == 0.0f)
- {
- Debug.LogWarning("MotionVectorScale contains zero scale value");
- }
-
- if (dispatchParams.RenderSize.x > _contextDescription.MaxRenderSize.x || dispatchParams.RenderSize.y > _contextDescription.MaxRenderSize.y)
- {
- Debug.LogWarning("RenderSize is greater than context MaxRenderSize");
- }
-
- if (dispatchParams.RenderSize.x == 0 || dispatchParams.RenderSize.y == 0)
- {
- Debug.LogWarning("RenderSize contains zero dimension");
- }
-
- if (dispatchParams.FrameTimeDelta > 1.0f)
- {
- Debug.LogWarning("FrameTimeDelta is greater than 1.0f - this value should be seconds (~0.0166 for 60fps)");
- }
-
- if (dispatchParams.PreExposure == 0.0f)
- {
- Debug.LogError("PreExposure provided as 0.0f which is invalid");
- }
-
- bool infiniteDepth = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInfinite) != 0;
- bool inverseDepth = (_contextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0;
-
- if (inverseDepth)
- {
- if (dispatchParams.CameraNear < dispatchParams.CameraFar)
- {
- Debug.LogWarning("EnableDepthInverted flag is present yet CameraNear is less than CameraFar");
- }
-
- if (infiniteDepth)
- {
- if (dispatchParams.CameraNear < float.MaxValue)
- {
- Debug.LogWarning("EnableDepthInfinite and EnableDepthInverted present, yet CameraNear != float.MaxValue");
- }
- }
-
- if (dispatchParams.CameraFar < 0.075f)
- {
- Debug.LogWarning("EnableDepthInverted present, CameraFar value is very low which may result in depth separation artefacting");
- }
- }
- else
- {
- if (dispatchParams.CameraNear > dispatchParams.CameraFar)
- {
- Debug.LogWarning("CameraNear is greater than CameraFar in non-inverted-depth context");
- }
-
- if (infiniteDepth)
- {
- if (dispatchParams.CameraFar < float.MaxValue)
- {
- Debug.LogWarning("EnableDepthInfinite present, yet CameraFar != float.MaxValue");
- }
- }
-
- if (dispatchParams.CameraNear < 0.075f)
- {
- Debug.LogWarning("CameraNear value is very low which may result in depth separation artefacting");
- }
- }
-
- if (dispatchParams.CameraFovAngleVertical <= 0.0f)
- {
- Debug.LogError("CameraFovAngleVertical is 0.0f - this value should be > 0.0f");
- }
-
- if (dispatchParams.CameraFovAngleVertical > Mathf.PI)
- {
- Debug.LogError("CameraFovAngleVertical is greater than 180 degrees/PI");
- }
- }
-
- ///
- /// The FSR3 C++ codebase uses floats bitwise converted to ints to pass sharpness parameters to the RCAS shader.
- /// This is not possible in C# without enabling unsafe code compilation, so to avoid that we instead use a table of precomputed values.
- ///
- private static readonly Fsr3Upscaler.RcasConstants[] RcasConfigs = new []
- {
- new Fsr3Upscaler.RcasConstants(1048576000u, 872428544u),
- new Fsr3Upscaler.RcasConstants(1049178080u, 877212745u),
- new Fsr3Upscaler.RcasConstants(1049823372u, 882390168u),
- new Fsr3Upscaler.RcasConstants(1050514979u, 887895276u),
- new Fsr3Upscaler.RcasConstants(1051256227u, 893859143u),
- new Fsr3Upscaler.RcasConstants(1052050675u, 900216232u),
- new Fsr3Upscaler.RcasConstants(1052902144u, 907032080u),
- new Fsr3Upscaler.RcasConstants(1053814727u, 914306687u),
- new Fsr3Upscaler.RcasConstants(1054792807u, 922105590u),
- new Fsr3Upscaler.RcasConstants(1055841087u, 930494326u),
- new Fsr3Upscaler.RcasConstants(1056964608u, 939538432u),
- new Fsr3Upscaler.RcasConstants(1057566688u, 944322633u),
- new Fsr3Upscaler.RcasConstants(1058211980u, 949500056u),
- new Fsr3Upscaler.RcasConstants(1058903587u, 955005164u),
- new Fsr3Upscaler.RcasConstants(1059644835u, 960969031u),
- new Fsr3Upscaler.RcasConstants(1060439283u, 967326120u),
- new Fsr3Upscaler.RcasConstants(1061290752u, 974141968u),
- new Fsr3Upscaler.RcasConstants(1062203335u, 981416575u),
- new Fsr3Upscaler.RcasConstants(1063181415u, 989215478u),
- new Fsr3Upscaler.RcasConstants(1064229695u, 997604214u),
- new Fsr3Upscaler.RcasConstants(1065353216u, 1006648320),
- };
-
- private static ComputeBuffer CreateConstantBuffer() where TConstants: struct
- {
- return new ComputeBuffer(1, Marshal.SizeOf(), ComputeBufferType.Constant);
- }
-
- private static void DestroyConstantBuffer(ref ComputeBuffer bufferRef)
- {
- if (bufferRef == null)
- return;
-
- bufferRef.Release();
- bufferRef = null;
- }
-
- private static void DestroyPass(ref Fsr3UpscalerPass pass)
- {
- if (pass == null)
- return;
-
- pass.Dispose();
- pass = null;
- }
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs.meta
deleted file mode 100644
index 673b2ef1..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerContext.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 14c8dc4c7c3e4ac418e50a859cec0b2f
-timeCreated: 1673442225
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs
deleted file mode 100644
index e1dc2253..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs
+++ /dev/null
@@ -1,372 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using System;
-using System.Runtime.InteropServices;
-using UnityEngine;
-using UnityEngine.Rendering;
-
-namespace FidelityFX
-{
- ///
- /// Base class for all of the compute passes that make up the FSR3 Upscaler process.
- /// This loosely matches the FfxPipelineState struct from the original FSR3 codebase, wrapped in an object-oriented blanket.
- /// These classes are responsible for loading compute shaders, managing temporary resources, binding resources to shader kernels and dispatching said shaders.
- ///
- internal abstract class Fsr3UpscalerPass: IDisposable
- {
- internal const int ShadingChangeMipLevel = 4; // This matches the FFX_FSR3UPSCALER_SHADING_CHANGE_MIP_LEVEL define
-
- protected readonly Fsr3Upscaler.ContextDescription ContextDescription;
- protected readonly Fsr3UpscalerResources Resources;
- protected readonly ComputeBuffer Constants;
-
- protected ComputeShader ComputeShader;
- protected int KernelIndex;
-
- protected Fsr3UpscalerPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
- {
- ContextDescription = contextDescription;
- Resources = resources;
- Constants = constants;
- }
-
- public virtual void Dispose()
- {
- }
-
- public abstract void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY);
-
- protected void InitComputeShader(string passName, ComputeShader shader)
- {
- InitComputeShader(passName, shader, ContextDescription.Flags);
- }
-
- private void InitComputeShader(string passName, ComputeShader shader, Fsr3Upscaler.InitializationFlags flags)
- {
- if (shader == null)
- {
- throw new MissingReferenceException($"Shader for FSR3 Upscaler '{passName}' could not be loaded! Please ensure it is included in the project correctly.");
- }
-
- ComputeShader = shader;
- KernelIndex = ComputeShader.FindKernel("CS");
-
- bool useLut = false;
-#if UNITY_2022_1_OR_NEWER // This will also work in 2020.3.43+ and 2021.3.14+
- if (SystemInfo.computeSubGroupSize == 64)
- {
- useLut = true;
- }
-#endif
-
- // This matches the permutation rules from the CreatePipeline* functions
- if ((flags & Fsr3Upscaler.InitializationFlags.EnableHighDynamicRange) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT");
- if ((flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS");
- if ((flags & Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS");
- if ((flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH");
- if (useLut) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE");
- if ((flags & Fsr3Upscaler.InitializationFlags.EnableFP16Usage) != 0) ComputeShader.EnableKeyword("FFX_HALF");
-
- // Inform the shader which render pipeline we're currently using
- var pipeline = GraphicsSettings.currentRenderPipeline;
- if (pipeline != null && pipeline.GetType().Name.Contains("HDRenderPipeline"))
- {
- ComputeShader.EnableKeyword("UNITY_FSR3UPSCALER_HDRP");
- }
- }
- }
-
- internal class Fsr3UpscalerComputeLuminancePyramidPass : Fsr3UpscalerPass
- {
- private readonly ComputeBuffer _spdConstants;
-
- public Fsr3UpscalerComputeLuminancePyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
- : base(contextDescription, resources, constants)
- {
- _spdConstants = spdConstants;
-
- InitComputeShader("compute_luminance_pyramid_pass", contextDescription.Shaders.computeLuminancePyramidPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- ref var color = ref dispatchParams.Color;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavExposureMip5, Resources.SceneLuminance, 5);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoExposure, Resources.AutoExposure);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerReconstructPreviousDepthPass : Fsr3UpscalerPass
- {
- public Fsr3UpscalerReconstructPreviousDepthPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
- : base(contextDescription, resources, constants)
- {
- InitComputeShader("reconstruct_previous_depth_pass", contextDescription.Shaders.reconstructPreviousDepthPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- ref var color = ref dispatchParams.Color;
- ref var depth = ref dispatchParams.Depth;
- ref var motionVectors = ref dispatchParams.MotionVectors;
- ref var exposure = ref dispatchParams.Exposure;
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, depth.RenderTarget, depth.MipLevel, depth.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerDepthClipPass : Fsr3UpscalerPass
- {
- public Fsr3UpscalerDepthClipPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
- : base(contextDescription, resources, constants)
- {
- InitComputeShader("depth_clip_pass", contextDescription.Shaders.depthClipPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- ref var color = ref dispatchParams.Color;
- ref var depth = ref dispatchParams.Depth;
- ref var motionVectors = ref dispatchParams.MotionVectors;
- ref var exposure = ref dispatchParams.Exposure;
- ref var reactive = ref dispatchParams.Reactive;
- ref var tac = ref dispatchParams.TransparencyAndComposition;
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, depth.RenderTarget, depth.MipLevel, depth.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Fsr3ShaderIDs.UavDilatedDepth);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerLockPass : Fsr3UpscalerPass
- {
- public Fsr3UpscalerLockPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
- : base(contextDescription, resources, constants)
- {
- InitComputeShader("lock_pass", contextDescription.Shaders.lockPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLockInputLuma, Fsr3ShaderIDs.UavLockInputLuma);
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerAccumulatePass : Fsr3UpscalerPass
- {
- private const string SharpeningKeyword = "FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING";
-
-#if UNITY_2021_2_OR_NEWER
- private readonly LocalKeyword _sharpeningKeyword;
-#endif
-
- public Fsr3UpscalerAccumulatePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
- : base(contextDescription, resources, constants)
- {
- InitComputeShader("accumulate_pass", contextDescription.Shaders.accumulatePass);
-#if UNITY_2021_2_OR_NEWER
- _sharpeningKeyword = new LocalKeyword(ComputeShader, SharpeningKeyword);
-#endif
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
-#if UNITY_2021_2_OR_NEWER
- if (dispatchParams.EnableSharpening)
- commandBuffer.EnableKeyword(ComputeShader, _sharpeningKeyword);
- else
- commandBuffer.DisableKeyword(ComputeShader, _sharpeningKeyword);
-#else
- if (dispatchParams.EnableSharpening)
- commandBuffer.EnableShaderKeyword(SharpeningKeyword);
- else
- commandBuffer.DisableShaderKeyword(SharpeningKeyword);
-#endif
-
- if ((ContextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
- {
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
- }
- else
- {
- ref var motionVectors = ref dispatchParams.MotionVectors;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement);
- }
-
- ref var exposure = ref dispatchParams.Exposure;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreparedInputColor, Fsr3ShaderIDs.UavPreparedInputColor);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAutoExposure, Resources.AutoExposure);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLockStatus, Resources.LockStatus[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]);
-
- ref var output = ref dispatchParams.Output;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerSharpenPass : Fsr3UpscalerPass
- {
- private readonly ComputeBuffer _rcasConstants;
-
- public Fsr3UpscalerSharpenPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
- : base(contextDescription, resources, constants)
- {
- _rcasConstants = rcasConstants;
-
- InitComputeShader("rcas_pass", contextDescription.Shaders.sharpenPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- ref var exposure = ref dispatchParams.Exposure;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]);
-
- ref var output = ref dispatchParams.Output;
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbRcas, _rcasConstants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerGenerateReactivePass : Fsr3UpscalerPass
- {
- private readonly ComputeBuffer _generateReactiveConstants;
-
- public Fsr3UpscalerGenerateReactivePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer generateReactiveConstants)
- : base(contextDescription, resources, null)
- {
- _generateReactiveConstants = generateReactiveConstants;
-
- InitComputeShader("autogen_reactive_pass", contextDescription.Shaders.autoGenReactivePass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- }
-
- public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
- {
- ref var opaqueOnly = ref dispatchParams.ColorOpaqueOnly;
- ref var color = ref dispatchParams.ColorPreUpscale;
- ref var reactive = ref dispatchParams.OutReactive;
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, opaqueOnly.RenderTarget, opaqueOnly.MipLevel, opaqueOnly.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _generateReactiveConstants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-
- internal class Fsr3UpscalerTcrAutogeneratePass : Fsr3UpscalerPass
- {
- private readonly ComputeBuffer _tcrAutogenerateConstants;
-
- public Fsr3UpscalerTcrAutogeneratePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
- : base(contextDescription, resources, constants)
- {
- _tcrAutogenerateConstants = tcrAutogenerateConstants;
-
- InitComputeShader("tcr_autogen_pass", contextDescription.Shaders.tcrAutoGenPass);
- }
-
- public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
- {
- ref var color = ref dispatchParams.Color;
- ref var motionVectors = ref dispatchParams.MotionVectors;
- ref var opaqueOnly = ref dispatchParams.ColorOpaqueOnly;
- ref var reactive = ref dispatchParams.Reactive;
- ref var tac = ref dispatchParams.TransparencyAndComposition;
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, opaqueOnly.RenderTarget, opaqueOnly.MipLevel, opaqueOnly.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement);
-
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, Resources.AutoReactive);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoComposition, Resources.AutoComposition);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]);
-
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
- commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _tcrAutogenerateConstants, 0, Marshal.SizeOf());
-
- commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
- }
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs.meta
deleted file mode 100644
index 8ffd58ec..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerPass.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: cfd077da533b192458b0b548668776e7
-timeCreated: 1676885169
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs
deleted file mode 100644
index 344a3712..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs
+++ /dev/null
@@ -1,258 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-using System;
-using UnityEngine;
-using UnityEngine.Experimental.Rendering;
-using UnityEngine.Rendering;
-
-namespace FidelityFX
-{
- ///
- /// Helper class for bundling and managing persistent resources required by the FSR3 Upscaler process.
- /// This includes lookup tables, default fallback resources and double-buffered resources that get swapped between frames.
- ///
- internal class Fsr3UpscalerResources
- {
- public Texture2D DefaultExposure;
- public Texture2D DefaultReactive;
- public Texture2D LanczosLut;
- public Texture2D MaximumBiasLut;
- public RenderTexture SpdAtomicCounter;
- public RenderTexture AutoExposure;
- public RenderTexture SceneLuminance;
- public RenderTexture AutoReactive;
- public RenderTexture AutoComposition;
- public readonly RenderTexture[] DilatedMotionVectors = new RenderTexture[2];
- public readonly RenderTexture[] LockStatus = new RenderTexture[2];
- public readonly RenderTexture[] InternalUpscaled = new RenderTexture[2];
- public readonly RenderTexture[] LumaHistory = new RenderTexture[2];
- public readonly RenderTexture[] PrevPreAlpha = new RenderTexture[2];
- public readonly RenderTexture[] PrevPostAlpha = new RenderTexture[2];
-
- public void Create(Fsr3Upscaler.ContextDescription contextDescription)
- {
- // Generate the data for the LUT
- const int lanczos2LutWidth = 128;
- float[] lanczos2Weights = new float[lanczos2LutWidth];
- for (int currentLanczosWidthIndex = 0; currentLanczosWidthIndex < lanczos2LutWidth; ++currentLanczosWidthIndex)
- {
- float x = 2.0f * currentLanczosWidthIndex / (lanczos2LutWidth - 1);
- float y = Fsr3Upscaler.Lanczos2(x);
- lanczos2Weights[currentLanczosWidthIndex] = y;
- }
-
- float[] maximumBias = new float[MaximumBiasTextureWidth * MaximumBiasTextureHeight];
- for (int i = 0; i < maximumBias.Length; ++i)
- {
- maximumBias[i] = MaximumBias[i] / 2.0f;
- }
-
- // Resource FSR3UPSCALER_LanczosLutData: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
- // R16_SNorm textures are not supported by Unity on most platforms, strangely enough. So instead we use R32_SFloat and upload pre-normalized float data.
- LanczosLut = new Texture2D(lanczos2LutWidth, 1, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "FSR3UPSCALER_LanczosLutData" };
- LanczosLut.SetPixelData(lanczos2Weights, 0);
- LanczosLut.Apply();
-
- // Resource FSR3UPSCALER_MaximumUpsampleBias: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
- MaximumBiasLut = new Texture2D(MaximumBiasTextureWidth, MaximumBiasTextureHeight, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "FSR3UPSCALER_MaximumUpsampleBias" };
- MaximumBiasLut.SetPixelData(maximumBias, 0);
- MaximumBiasLut.Apply();
-
- // Resource FSR3UPSCALER_DefaultExposure: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
- DefaultExposure = new Texture2D(1, 1, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None) { name = "FSR3UPSCALER_DefaultExposure" };
- DefaultExposure.SetPixel(0, 0, Color.clear);
- DefaultExposure.Apply();
-
- // Resource FSR3UPSCALER_DefaultReactivityMask: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
- DefaultReactive = new Texture2D(1, 1, GraphicsFormat.R8_UNorm, TextureCreationFlags.None) { name = "FSR3UPSCALER_DefaultReactivityMask" };
- DefaultReactive.SetPixel(0, 0, Color.clear);
- DefaultReactive.Apply();
-
- // Resource FSR3UPSCALER_SpdAtomicCounter: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
- // Despite what the original FSR3 codebase says, this resource really isn't aliasable. Resetting this counter to 0 every frame breaks auto-exposure on MacOS Metal.
- SpdAtomicCounter = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt) { name = "FSR3UPSCALER_SpdAtomicCounter", enableRandomWrite = true };
- SpdAtomicCounter.Create();
-
- // Resource FSR3UPSCALER_AutoExposure: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
- AutoExposure = new RenderTexture(1, 1, 0, GraphicsFormat.R32G32_SFloat) { name = "FSR3UPSCALER_AutoExposure", enableRandomWrite = true };
- AutoExposure.Create();
-
- // Resource FSR3UPSCALER_ExposureMips: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
- // This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
- int w = contextDescription.MaxRenderSize.x / 2, h = contextDescription.MaxRenderSize.y / 2;
- int mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(w, h), 2.0f));
- SceneLuminance = new RenderTexture(w, h, 0, GraphicsFormat.R16_SFloat, mipCount) { name = "FSR3UPSCALER_ExposureMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false };
- SceneLuminance.Create();
-
- // Resources FSR3UPSCALER_InternalDilatedVelocity1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(DilatedMotionVectors, "FSR3UPSCALER_InternalDilatedVelocity", contextDescription.MaxRenderSize, GraphicsFormat.R16G16_SFloat);
-
- // Resources FSR3UPSCALER_LockStatus1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(LockStatus, "FSR3UPSCALER_LockStatus", contextDescription.DisplaySize, GraphicsFormat.R16G16_SFloat);
-
- // Resources FSR3UPSCALER_InternalUpscaled1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(InternalUpscaled, "FSR3UPSCALER_InternalUpscaled", contextDescription.DisplaySize, GraphicsFormat.R16G16B16A16_SFloat);
-
- // Resources FSR3UPSCALER_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(LumaHistory, "FSR3UPSCALER_LumaHistory", contextDescription.DisplaySize, GraphicsFormat.R8G8B8A8_UNorm);
- }
-
- public void CreateTcrAutogenResources(Fsr3Upscaler.ContextDescription contextDescription)
- {
- // Resource FSR3UPSCALER_AutoReactive: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
- AutoReactive = new RenderTexture(contextDescription.MaxRenderSize.x, contextDescription.MaxRenderSize.y, 0, GraphicsFormat.R8_UNorm) { name = "FSR3UPSCALER_AutoReactive", enableRandomWrite = true };
- AutoReactive.Create();
-
- // Resource FSR3UPSCALER_AutoComposition: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
- AutoComposition = new RenderTexture(contextDescription.MaxRenderSize.x, contextDescription.MaxRenderSize.y, 0, GraphicsFormat.R8_UNorm) { name = "FSR3UPSCALER_AutoComposition", enableRandomWrite = true };
- AutoComposition.Create();
-
- // Resources FSR3UPSCALER_PrevPreAlpha0/1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R11G11B10_FLOAT, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(PrevPreAlpha, "FSR3UPSCALER_PrevPreAlpha", contextDescription.MaxRenderSize, GraphicsFormat.B10G11R11_UFloatPack32);
-
- // Resources FSR3UPSCALER_PrevPostAlpha0/1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R11G11B10_FLOAT, FFX_RESOURCE_FLAGS_NONE
- CreateDoubleBufferedResource(PrevPostAlpha, "FSR3UPSCALER_PrevPostAlpha", contextDescription.MaxRenderSize, GraphicsFormat.B10G11R11_UFloatPack32);
- }
-
- // Set up shared aliasable resources, i.e. temporary render textures
- // These do not need to persist between frames, but they do need to be available between passes
- public static void CreateAliasableResources(CommandBuffer commandBuffer, Fsr3Upscaler.ContextDescription contextDescription, Fsr3Upscaler.DispatchDescription dispatchParams)
- {
- Vector2Int displaySize = contextDescription.DisplaySize;
- Vector2Int maxRenderSize = contextDescription.MaxRenderSize;
-
- // FSR3UPSCALER_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true);
-
- // FSR3UPSCALER_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1, true);
-
- // FSR3UPSCALER_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
-
- // FSR3UPSCALER_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
-
- // FSR3UPSCALER_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
-
- // FSR3UPSCALER_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavNewLocks, displaySize.x, displaySize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
- }
-
- public static void DestroyAliasableResources(CommandBuffer commandBuffer)
- {
- // Release all of the aliasable resources used this frame
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedDepth);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavLockInputLuma);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavPreparedInputColor);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavNewLocks);
- }
-
- private static void CreateDoubleBufferedResource(RenderTexture[] resource, string name, Vector2Int size, GraphicsFormat format)
- {
- for (int i = 0; i < 2; ++i)
- {
- resource[i] = new RenderTexture(size.x, size.y, 0, format) { name = name + (i + 1), enableRandomWrite = true };
- resource[i].Create();
- }
- }
-
- public void Destroy()
- {
- DestroyTcrAutogenResources();
-
- DestroyResource(LumaHistory);
- DestroyResource(InternalUpscaled);
- DestroyResource(LockStatus);
- DestroyResource(DilatedMotionVectors);
- DestroyResource(ref SceneLuminance);
- DestroyResource(ref AutoExposure);
- DestroyResource(ref DefaultReactive);
- DestroyResource(ref DefaultExposure);
- DestroyResource(ref MaximumBiasLut);
- DestroyResource(ref LanczosLut);
- }
-
- public void DestroyTcrAutogenResources()
- {
- DestroyResource(PrevPostAlpha);
- DestroyResource(PrevPreAlpha);
- DestroyResource(ref AutoComposition);
- DestroyResource(ref AutoReactive);
- }
-
- private static void DestroyResource(ref Texture2D resource)
- {
- if (resource == null)
- return;
-
-#if UNITY_EDITOR
- if (Application.isPlaying && !UnityEditor.EditorApplication.isPaused)
- UnityEngine.Object.Destroy(resource);
- else
- UnityEngine.Object.DestroyImmediate(resource);
-#else
- UnityEngine.Object.Destroy(resource);
-#endif
- resource = null;
- }
-
- private static void DestroyResource(ref RenderTexture resource)
- {
- if (resource == null)
- return;
-
- resource.Release();
- resource = null;
- }
-
- private static void DestroyResource(RenderTexture[] resource)
- {
- for (int i = 0; i < resource.Length; ++i)
- DestroyResource(ref resource[i]);
- }
-
- private const int MaximumBiasTextureWidth = 16;
- private const int MaximumBiasTextureHeight = 16;
- private static readonly float[] MaximumBias =
- {
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.876f, 1.809f, 1.772f, 1.753f, 1.748f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.869f, 1.801f, 1.764f, 1.745f, 1.739f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.976f, 1.841f, 1.774f, 1.737f, 1.716f, 1.71f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.914f, 1.784f, 1.716f, 1.673f, 1.649f, 1.641f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.793f, 1.676f, 1.604f, 1.562f, 1.54f, 1.533f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.619f, 1.536f, 1.492f, 1.467f, 1.454f, 1.449f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.575f, 1.496f, 1.456f, 1.432f, 1.416f, 1.408f, 1.405f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.555f, 1.479f, 1.438f, 1.413f, 1.398f, 1.387f, 1.381f, 1.379f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.555f, 1.474f, 1.43f, 1.404f, 1.387f, 1.376f, 1.368f, 1.363f, 1.362f,
- 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.575f, 1.479f, 1.43f, 1.401f, 1.382f, 1.369f, 1.36f, 1.354f, 1.351f, 1.35f,
- 2.0f, 2.0f, 1.976f, 1.914f, 1.793f, 1.619f, 1.496f, 1.438f, 1.404f, 1.382f, 1.367f, 1.357f, 1.349f, 1.344f, 1.341f, 1.34f,
- 1.876f, 1.869f, 1.841f, 1.784f, 1.676f, 1.536f, 1.456f, 1.413f, 1.387f, 1.369f, 1.357f, 1.347f, 1.341f, 1.336f, 1.333f, 1.332f,
- 1.809f, 1.801f, 1.774f, 1.716f, 1.604f, 1.492f, 1.432f, 1.398f, 1.376f, 1.36f, 1.349f, 1.341f, 1.335f, 1.33f, 1.328f, 1.327f,
- 1.772f, 1.764f, 1.737f, 1.673f, 1.562f, 1.467f, 1.416f, 1.387f, 1.368f, 1.354f, 1.344f, 1.336f, 1.33f, 1.326f, 1.323f, 1.323f,
- 1.753f, 1.745f, 1.716f, 1.649f, 1.54f, 1.454f, 1.408f, 1.381f, 1.363f, 1.351f, 1.341f, 1.333f, 1.328f, 1.323f, 1.321f, 1.32f,
- 1.748f, 1.739f, 1.71f, 1.641f, 1.533f, 1.449f, 1.405f, 1.379f, 1.362f, 1.35f, 1.34f, 1.332f, 1.327f, 1.323f, 1.32f, 1.319f,
- };
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs.meta
deleted file mode 100644
index bf03a071..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Fsr3UpscalerResources.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: ec6c0c34c7b11f041885ddee4aa72818
-timeCreated: 1677236102
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset
deleted file mode 100644
index 90afd1a5..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset
+++ /dev/null
@@ -1,23 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 0}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: aaeb3d821f826d44b84289a2dd23f90e, type: 3}
- m_Name: Fsr3UpscalerAssets
- m_EditorClassIdentifier:
- shaders:
- computeLuminancePyramidPass: {fileID: 7200000, guid: d253be05abcdc80428503d3e4cce3a36, type: 3}
- reconstructPreviousDepthPass: {fileID: 7200000, guid: 4f59e5b9179d74844ae06a30ae1e0629, type: 3}
- depthClipPass: {fileID: 7200000, guid: 20e44016ed34b0d4b8de499d1b566c69, type: 3}
- lockPass: {fileID: 7200000, guid: a135306e6d1857e43a86ef20db2a47fe, type: 3}
- accumulatePass: {fileID: 7200000, guid: c9b45f0ae7673694ba57a4aadfe212e9, type: 3}
- sharpenPass: {fileID: 7200000, guid: 7aaf5cfff022de2499e9b0412f947f6c, type: 3}
- autoGenReactivePass: {fileID: 7200000, guid: 5716b91fdaa4e9e439df6b96a796fe6e, type: 3}
- tcrAutoGenPass: {fileID: 7200000, guid: 75cdc6ef23f08ed498d4da511923fcea, type: 3}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
deleted file mode 100644
index 5cbfb807..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
+++ /dev/null
@@ -1,41 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-// Ensure the correct value is defined for this keyword, as it is used to select one of multiple sampler functions
-#ifdef FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#undef FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#define FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE 1
-#endif
-
-#include "shaders/ffx_fsr3upscaler_accumulate_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute.meta
deleted file mode 100644
index dbe5282e..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_accumulate_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c9b45f0ae7673694ba57a4aadfe212e9
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
deleted file mode 100644
index e13c0012..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
+++ /dev/null
@@ -1,32 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute.meta
deleted file mode 100644
index 1df041bc..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 5716b91fdaa4e9e439df6b96a796fe6e
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute
deleted file mode 100644
index d5903c02..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute
+++ /dev/null
@@ -1,42 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-// Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12
-// These pragmas are commented out by default as Unity will sometimes ignore the #if's and try to enable these features anyway.
-// Uncomment the below lines if you intend to try wave operations on DX12 with the DXC compiler.
-//#if defined(UNITY_COMPILER_DXC) && defined(SHADER_API_D3D12)
-//#pragma require WaveBasic // Required for WaveGetLaneIndex
-//#pragma require WaveBallot // Required for WaveReadLaneAt
-//#else
-#define FFX_SPD_NO_WAVE_OPERATIONS
-//#endif
-
-#include "shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute.meta
deleted file mode 100644
index 9e002c01..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d253be05abcdc80428503d3e4cce3a36
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute
deleted file mode 100644
index 0ccd388b..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute
+++ /dev/null
@@ -1,32 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute.meta
deleted file mode 100644
index d695f481..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 20e44016ed34b0d4b8de499d1b566c69
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute
deleted file mode 100644
index e38ad99a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute
+++ /dev/null
@@ -1,30 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_lock_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute.meta
deleted file mode 100644
index c01e009f..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_lock_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a135306e6d1857e43a86ef20db2a47fe
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute
deleted file mode 100644
index be7bbb56..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute
+++ /dev/null
@@ -1,31 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute.meta
deleted file mode 100644
index cd12641b..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_rcas_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 7aaf5cfff022de2499e9b0412f947f6c
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute
deleted file mode 100644
index ee2f276e..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute
+++ /dev/null
@@ -1,33 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute.meta
deleted file mode 100644
index 1053c34a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 4f59e5b9179d74844ae06a30ae1e0629
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
deleted file mode 100644
index 63389183..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
+++ /dev/null
@@ -1,32 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-#pragma kernel CS
-
-#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
-
-#include "shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute.meta
deleted file mode 100644
index ad42fbb7..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 75cdc6ef23f08ed498d4da511923fcea
-ComputeShaderImporter:
- externalObjects: {}
- preprocessorOverride: 0
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc
deleted file mode 100644
index 758bb0c9..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc
+++ /dev/null
@@ -1,82 +0,0 @@
-// Copyright (c) 2023 Nico de Poel
-//
-// 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.
-
-// Suppress a few warnings produced by FFX's HLSL code
-#pragma warning(disable: 3078) // Loop control variable conflicts
-#pragma warning(disable: 3203) // Signed/unsigned mismatch
-
-#define FFX_GPU // Compiling for GPU
-#define FFX_HLSL // Compile for plain HLSL
-
-// Use the DXC shader compiler on modern graphics APIs to enable a few advanced features
-// The DXC-related pragmas are disabled by default, as DXC doesn't support all platforms yet and will break on some platforms when enabled.
-// Consider this to be an experimental feature. If you want to benefit from 16-bit floating point and wave operations, and don't care about supporting older graphics APIs, then it's worth a try.
-//#if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
-//#pragma use_dxc // Using DXC will currently break DX11 support since DX11 and DX12 share the same shader bytecode in Unity.
-//#endif
-
-// Enable half precision data types on platforms that support it
-//#if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF)
-//#pragma require Native16Bit
-//#endif
-
-// Hack to work around the lack of texture atomics on Metal
-#if defined(SHADER_API_METAL)
-#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); }
-#define InterlockedMin(dest, val) { (dest) = min((dest), (val)); }
-#define InterlockedMax(dest, val) { (dest) = max((dest), (val)); }
-#endif
-
-// Workaround for HDRP using texture arrays for its camera buffers on some platforms
-// The below defines are copied from: Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl
-#if defined(UNITY_FSR3UPSCALER_HDRP)
- // Must be in sync with C# with property useTexArray in TextureXR.cs
- #if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
- #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
- #endif
-
- // Control if TEXTURE2D_X macros will expand to texture arrays
- #if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY)
- #define USE_TEXTURE2D_X_AS_ARRAY
- #endif
-
- // Early defines for single-pass instancing
- #if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
- #define UNITY_STEREO_INSTANCING_ENABLED
- #endif
-
- // Helper macros to handle XR single-pass with Texture2DArray
- #if defined(USE_TEXTURE2D_X_AS_ARRAY)
-
- // Only single-pass stereo instancing used array indexing
- #if defined(UNITY_STEREO_INSTANCING_ENABLED)
- #define SLICE_ARRAY_INDEX unity_StereoEyeIndex
- #else
- #define SLICE_ARRAY_INDEX 0
- #endif
-
- // Declare and sample camera buffers as texture arrays
- #define UNITY_FSR3_TEX2D(type) Texture2DArray
- #define UNITY_FSR3_RWTEX2D(type) RWTexture2DArray
- #define UNITY_FSR3_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX)
- #define UNITY_FSR3_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX)
-
- #endif
-#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc.meta
deleted file mode 100644
index 5a68b6ce..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/ffx_fsr3upscaler_unity_common.cginc.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 3ce00ba677bb7e14bb91772fd68bfe6b
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders.meta
deleted file mode 100644
index 8a4ff2bd..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8364d4f86c613ec4d999d062f5f773b8
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl
deleted file mode 100644
index d2f1b322..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl
+++ /dev/null
@@ -1,79 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE 0
-#define FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS 1
-#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#define FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS 2
-#else
-#define FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS 2
-#endif
-#define FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED 3
-#define FSR3UPSCALER_BIND_SRV_LOCK_STATUS 4
-#define FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR 5
-#define FSR3UPSCALER_BIND_SRV_LANCZOS_LUT 6
-#define FSR3UPSCALER_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 7
-#define FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS 8
-#define FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE 9
-#define FSR3UPSCALER_BIND_SRV_LUMA_HISTORY 10
-
-#define FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED 0
-#define FSR3UPSCALER_BIND_UAV_LOCK_STATUS 1
-#define FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT 2
-#define FSR3UPSCALER_BIND_UAV_NEW_LOCKS 3
-#define FSR3UPSCALER_BIND_UAV_LUMA_HISTORY 4
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_sample.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_upsample.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_reproject.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_accumulate.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_PREFER_WAVE64
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
-{
- const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT - 1) / FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT;
- uGroupId.y = GroupRows - uGroupId.y - 1;
-
- uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT) + uGroupThreadId;
-
- Accumulate(uDispatchThreadId);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl.meta
deleted file mode 100644
index 80f209e7..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 507ab779c38eddb429cdcedf9c108d1b
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl
deleted file mode 100644
index 0d6e2ebb..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl
+++ /dev/null
@@ -1,77 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY 0
-#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 1
-
-#define FSR3UPSCALER_BIND_UAV_AUTOREACTIVE 0
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-#define FSR3UPSCALER_BIND_CB_REACTIVE 1
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
-{
- uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT) + uGroupThreadId;
-
- float3 ColorPreAlpha = LoadOpaqueOnly( FFX_MIN16_I2(uDispatchThreadId) ).rgb;
- float3 ColorPostAlpha = LoadInputColor(uDispatchThreadId).rgb;
-
- if (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_TONEMAP)
- {
- ColorPreAlpha = Tonemap(ColorPreAlpha);
- ColorPostAlpha = Tonemap(ColorPostAlpha);
- }
-
- if (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP)
- {
- ColorPreAlpha = InverseTonemap(ColorPreAlpha);
- ColorPostAlpha = InverseTonemap(ColorPostAlpha);
- }
-
- float out_reactive_value = 0.f;
- float3 delta = abs(ColorPostAlpha - ColorPreAlpha);
-
- out_reactive_value = (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX) ? max(delta.x, max(delta.y, delta.z)) : length(delta);
- out_reactive_value *= GenReactiveScale();
-
- out_reactive_value = (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_THRESHOLD) ? (out_reactive_value < GenReactiveThreshold() ? 0 : GenReactiveBinaryValue()) : out_reactive_value;
-
- rw_output_autoreactive[uDispatchThreadId] = out_reactive_value;
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl.meta
deleted file mode 100644
index c55f004c..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 52cdb7a7c30cb614984908593ed19082
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl
deleted file mode 100644
index 93b73326..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl
+++ /dev/null
@@ -1,55 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 0
-
-#define FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC 0
-#define FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 1
-#define FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5 2
-#define FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE 3
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-#define FSR3UPSCALER_BIND_CB_SPD 1
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 256
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT
-void CS(uint3 WorkGroupId : SV_GroupID, uint LocalThreadIndex : SV_GroupIndex)
-{
- ComputeAutoExposure(WorkGroupId, LocalThreadIndex);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl.meta
deleted file mode 100644
index 508b43ec..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 2d149b52ba0f5bb468a94a71dbbcb66f
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl
deleted file mode 100644
index 70cc7ba0..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl
+++ /dev/null
@@ -1,67 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
-#define FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS 1
-#define FSR3UPSCALER_BIND_SRV_DILATED_DEPTH 2
-#define FSR3UPSCALER_BIND_SRV_REACTIVE_MASK 3
-#define FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4
-#define FSR3UPSCALER_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 5
-#define FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS 6
-#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 7
-#define FSR3UPSCALER_BIND_SRV_INPUT_DEPTH 8
-#define FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE 9
-
-#define FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS 0
-#define FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR 1
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_sample.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_depth_clip.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_PREFER_WAVE64
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(
- int2 iGroupId : SV_GroupID,
- int2 iDispatchThreadId : SV_DispatchThreadID,
- int2 iGroupThreadId : SV_GroupThreadID,
- int iGroupIndex : SV_GroupIndex)
-{
- DepthClip(iDispatchThreadId);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl.meta
deleted file mode 100644
index cde3a5ef..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: da435b71cf57e2247b80ae0f0f86d1f8
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl
deleted file mode 100644
index 26b28f01..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl
+++ /dev/null
@@ -1,56 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA 0
-
-#define FSR3UPSCALER_BIND_UAV_NEW_LOCKS 0
-#define FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 1
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_sample.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_lock.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_PREFER_WAVE64
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
-{
- uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT) + uGroupThreadId;
-
- ComputeLock(uDispatchThreadId);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl.meta
deleted file mode 100644
index 45c99dc4..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 98d2cbbda5e90dd4ebd1d70abbb63a09
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl
deleted file mode 100644
index bebdeb38..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl
+++ /dev/null
@@ -1,53 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE 0
-#define FSR3UPSCALER_BIND_SRV_RCAS_INPUT 1
-
-#define FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT 0
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-#define FSR3UPSCALER_BIND_CB_RCAS 1
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_rcas.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 64
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT
-void CS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
-{
- RCAS(LocalThreadId, WorkGroupId, Dtid);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl.meta
deleted file mode 100644
index fb9bfe24..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 9a15fc73170a9bc478801c8fa4d8d574
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl
deleted file mode 100644
index f277fd16..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl
+++ /dev/null
@@ -1,64 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS 0
-#define FSR3UPSCALER_BIND_SRV_INPUT_DEPTH 1
-#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 2
-#define FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE 3
-
-#define FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
-#define FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS 1
-#define FSR3UPSCALER_BIND_UAV_DILATED_DEPTH 2
-#define FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA 3
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_sample.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_PREFER_WAVE64
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(
- int2 iGroupId : SV_GroupID,
- int2 iDispatchThreadId : SV_DispatchThreadID,
- int2 iGroupThreadId : SV_GroupThreadID,
- int iGroupIndex : SV_GroupIndex
-)
-{
- ReconstructAndDilate(iDispatchThreadId);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl.meta
deleted file mode 100644
index 6489d6d1..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: bafb3726a76b97a49bb343d8a4323754
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl
deleted file mode 100644
index 6180885e..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl
+++ /dev/null
@@ -1,90 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-#define FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY 0
-#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 1
-#define FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS 2
-#define FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
-#define FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR 4
-#define FSR3UPSCALER_BIND_SRV_REACTIVE_MASK 4
-#define FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 5
-
-#define FSR3UPSCALER_BIND_UAV_AUTOREACTIVE 0
-#define FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION 1
-#define FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR 2
-#define FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR 3
-
-#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
-#define FSR3UPSCALER_BIND_CB_AUTOREACTIVE 1
-
-#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
-#include "fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h"
-
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
-#endif // FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
-#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
-#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
-#ifndef FFX_FSR3UPSCALER_NUM_THREADS
-#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
-#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
-
-FFX_FSR3UPSCALER_NUM_THREADS
-FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
-{
- FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(uGroupId * uint2(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT) + uGroupThreadId);
-
- // ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV
- // fetch pre- and post-alpha color values
- FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() );
- FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) );
- FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f);
-
- FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) );
- FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) );
-
- FFX_MIN16_F2 outReactiveMask = 0;
-
- outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx);
-
- if (outReactiveMask.y > 0.5f)
- {
- outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx);
- outReactiveMask.x *= FFX_MIN16_F(fReactiveScale);
- outReactiveMask.x = outReactiveMask.x < fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( fReactiveMax );
- }
-
- outReactiveMask.y *= FFX_MIN16_F(fTcScale );
-
- outReactiveMask.x = max( outReactiveMask.x, FFX_MIN16_F( LoadReactiveMask(uDispatchThreadId) ) );
- outReactiveMask.y = max( outReactiveMask.y, FFX_MIN16_F( LoadTransparencyAndCompositionMask(uDispatchThreadId) ) );
-
- StoreAutoReactive(uDispatchThreadId, outReactiveMask);
-
- StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha);
- StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl.meta
deleted file mode 100644
index 02c5f465..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 712d171118b59fc4fb28d0d487060d42
-ShaderIncludeImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler.meta
deleted file mode 100644
index 2626a2e2..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: ae9c6d015ae76544f9e8117e79ea862b
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h
deleted file mode 100644
index f0b62ab3..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h
+++ /dev/null
@@ -1,616 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_COMMON_TYPES_H
-#define FFX_COMMON_TYPES_H
-
-#if defined(FFX_CPU)
-#define FFX_PARAMETER_IN
-#define FFX_PARAMETER_OUT
-#define FFX_PARAMETER_INOUT
-#define FFX_PARAMETER_UNIFORM
-#elif defined(FFX_HLSL)
-#define FFX_PARAMETER_IN in
-#define FFX_PARAMETER_OUT out
-#define FFX_PARAMETER_INOUT inout
-#define FFX_PARAMETER_UNIFORM uniform
-#elif defined(FFX_GLSL)
-#define FFX_PARAMETER_IN in
-#define FFX_PARAMETER_OUT out
-#define FFX_PARAMETER_INOUT inout
-#define FFX_PARAMETER_UNIFORM const //[cacao_placeholder] until a better fit is found!
-#endif // #if defined(FFX_CPU)
-
-#if defined(FFX_CPU)
-/// A typedef for a boolean value.
-///
-/// @ingroup CPUTypes
-typedef bool FfxBoolean;
-
-/// A typedef for a unsigned 8bit integer.
-///
-/// @ingroup CPUTypes
-typedef uint8_t FfxUInt8;
-
-/// A typedef for a unsigned 16bit integer.
-///
-/// @ingroup CPUTypes
-typedef uint16_t FfxUInt16;
-
-/// A typedef for a unsigned 32bit integer.
-///
-/// @ingroup CPUTypes
-typedef uint32_t FfxUInt32;
-
-/// A typedef for a unsigned 64bit integer.
-///
-/// @ingroup CPUTypes
-typedef uint64_t FfxUInt64;
-
-/// A typedef for a signed 8bit integer.
-///
-/// @ingroup CPUTypes
-typedef int8_t FfxInt8;
-
-/// A typedef for a signed 16bit integer.
-///
-/// @ingroup CPUTypes
-typedef int16_t FfxInt16;
-
-/// A typedef for a signed 32bit integer.
-///
-/// @ingroup CPUTypes
-typedef int32_t FfxInt32;
-
-/// A typedef for a signed 64bit integer.
-///
-/// @ingroup CPUTypes
-typedef int64_t FfxInt64;
-
-/// A typedef for a floating point value.
-///
-/// @ingroup CPUTypes
-typedef float FfxFloat32;
-
-/// A typedef for a 2-dimensional floating point value.
-///
-/// @ingroup CPUTypes
-typedef float FfxFloat32x2[2];
-
-/// A typedef for a 3-dimensional floating point value.
-///
-/// @ingroup CPUTypes
-typedef float FfxFloat32x3[3];
-
-/// A typedef for a 4-dimensional floating point value.
-///
-/// @ingroup CPUTypes
-typedef float FfxFloat32x4[4];
-
-/// A typedef for a 2-dimensional 32bit unsigned integer.
-///
-/// @ingroup CPUTypes
-typedef uint32_t FfxUInt32x2[2];
-
-/// A typedef for a 3-dimensional 32bit unsigned integer.
-///
-/// @ingroup CPUTypes
-typedef uint32_t FfxUInt32x3[3];
-
-/// A typedef for a 4-dimensional 32bit unsigned integer.
-///
-/// @ingroup CPUTypes
-typedef uint32_t FfxUInt32x4[4];
-#endif // #if defined(FFX_CPU)
-
-#if defined(FFX_HLSL)
-
-#define FfxFloat32Mat4 matrix
-#define FfxFloat32Mat3 matrix
-
-/// A typedef for a boolean value.
-///
-/// @ingroup HLSLTypes
-typedef bool FfxBoolean;
-
-#if FFX_HLSL_SM>=62
-
-/// @defgroup HLSL62Types HLSL 6.2 And Above Types
-/// HLSL 6.2 and above type defines for all commonly used variables
-///
-/// @ingroup HLSLTypes
-
-/// A typedef for a floating point value.
-///
-/// @ingroup HLSL62Types
-typedef float32_t FfxFloat32;
-
-/// A typedef for a 2-dimensional floating point value.
-///
-/// @ingroup HLSL62Types
-typedef float32_t2 FfxFloat32x2;
-
-/// A typedef for a 3-dimensional floating point value.
-///
-/// @ingroup HLSL62Types
-typedef float32_t3 FfxFloat32x3;
-
-/// A typedef for a 4-dimensional floating point value.
-///
-/// @ingroup HLSL62Types
-typedef float32_t4 FfxFloat32x4;
-
-/// A [cacao_placeholder] typedef for matrix type until confirmed.
-typedef float4x4 FfxFloat32x4x4;
-typedef float3x3 FfxFloat32x3x3;
-typedef float2x2 FfxFloat32x2x2;
-
-/// A typedef for a unsigned 32bit integer.
-///
-/// @ingroup HLSL62Types
-typedef uint32_t FfxUInt32;
-
-/// A typedef for a 2-dimensional 32bit unsigned integer.
-///
-/// @ingroup HLSL62Types
-typedef uint32_t2 FfxUInt32x2;
-
-/// A typedef for a 3-dimensional 32bit unsigned integer.
-///
-/// @ingroup HLSL62Types
-typedef uint32_t3 FfxUInt32x3;
-
-/// A typedef for a 4-dimensional 32bit unsigned integer.
-///
-/// @ingroup HLSL62Types
-typedef uint32_t4 FfxUInt32x4;
-
-/// A typedef for a signed 32bit integer.
-///
-/// @ingroup HLSL62Types
-typedef int32_t FfxInt32;
-
-/// A typedef for a 2-dimensional signed 32bit integer.
-///
-/// @ingroup HLSL62Types
-typedef int32_t2 FfxInt32x2;
-
-/// A typedef for a 3-dimensional signed 32bit integer.
-///
-/// @ingroup HLSL62Types
-typedef int32_t3 FfxInt32x3;
-
-/// A typedef for a 4-dimensional signed 32bit integer.
-///
-/// @ingroup HLSL62Types
-typedef int32_t4 FfxInt32x4;
-
-#else // #if FFX_HLSL_SM>=62
-
-/// @defgroup HLSLBaseTypes HLSL 6.1 And Below Types
-/// HLSL 6.1 and below type defines for all commonly used variables
-///
-/// @ingroup HLSLTypes
-
-#define FfxFloat32 float
-#define FfxFloat32x2 float2
-#define FfxFloat32x3 float3
-#define FfxFloat32x4 float4
-
-/// A [cacao_placeholder] typedef for matrix type until confirmed.
-#define FfxFloat32x4x4 float4x4
-#define FfxFloat32x3x3 float3x3
-#define FfxFloat32x2x2 float2x2
-
-/// A typedef for a unsigned 32bit integer.
-///
-/// @ingroup GPU
-typedef uint FfxUInt32;
-typedef uint2 FfxUInt32x2;
-typedef uint3 FfxUInt32x3;
-typedef uint4 FfxUInt32x4;
-
-typedef int FfxInt32;
-typedef int2 FfxInt32x2;
-typedef int3 FfxInt32x3;
-typedef int4 FfxInt32x4;
-
-#endif // #if FFX_HLSL_SM>=62
-
-#if FFX_HALF
-
-#if FFX_HLSL_SM >= 62
-
-typedef float16_t FfxFloat16;
-typedef float16_t2 FfxFloat16x2;
-typedef float16_t3 FfxFloat16x3;
-typedef float16_t4 FfxFloat16x4;
-
-/// A typedef for an unsigned 16bit integer.
-///
-/// @ingroup HLSLTypes
-typedef uint16_t FfxUInt16;
-typedef uint16_t2 FfxUInt16x2;
-typedef uint16_t3 FfxUInt16x3;
-typedef uint16_t4 FfxUInt16x4;
-
-/// A typedef for a signed 16bit integer.
-///
-/// @ingroup HLSLTypes
-typedef int16_t FfxInt16;
-typedef int16_t2 FfxInt16x2;
-typedef int16_t3 FfxInt16x3;
-typedef int16_t4 FfxInt16x4;
-#elif SHADER_API_PSSL
-#pragma argument(realtypes) // Enable true 16-bit types
-
-typedef half FfxFloat16;
-typedef half2 FfxFloat16x2;
-typedef half3 FfxFloat16x3;
-typedef half4 FfxFloat16x4;
-
-/// A typedef for an unsigned 16bit integer.
-///
-/// @ingroup GPU
-typedef ushort FfxUInt16;
-typedef ushort2 FfxUInt16x2;
-typedef ushort3 FfxUInt16x3;
-typedef ushort4 FfxUInt16x4;
-
-/// A typedef for a signed 16bit integer.
-///
-/// @ingroup GPU
-typedef short FfxInt16;
-typedef short2 FfxInt16x2;
-typedef short3 FfxInt16x3;
-typedef short4 FfxInt16x4;
-#else // #if FFX_HLSL_SM>=62
-typedef min16float FfxFloat16;
-typedef min16float2 FfxFloat16x2;
-typedef min16float3 FfxFloat16x3;
-typedef min16float4 FfxFloat16x4;
-
-/// A typedef for an unsigned 16bit integer.
-///
-/// @ingroup HLSLTypes
-typedef min16uint FfxUInt16;
-typedef min16uint2 FfxUInt16x2;
-typedef min16uint3 FfxUInt16x3;
-typedef min16uint4 FfxUInt16x4;
-
-/// A typedef for a signed 16bit integer.
-///
-/// @ingroup HLSLTypes
-typedef min16int FfxInt16;
-typedef min16int2 FfxInt16x2;
-typedef min16int3 FfxInt16x3;
-typedef min16int4 FfxInt16x4;
-#endif // #if FFX_HLSL_SM>=62
-
-#endif // FFX_HALF
-
-#endif // #if defined(FFX_HLSL)
-
-#if defined(FFX_GLSL)
-
-#define FfxFloat32Mat4 mat4
-#define FfxFloat32Mat3 mat3
-
-/// A typedef for a boolean value.
-///
-/// @ingroup GLSLTypes
-#define FfxBoolean bool
-#define FfxFloat32 float
-#define FfxFloat32x2 vec2
-#define FfxFloat32x3 vec3
-#define FfxFloat32x4 vec4
-#define FfxUInt32 uint
-#define FfxUInt32x2 uvec2
-#define FfxUInt32x3 uvec3
-#define FfxUInt32x4 uvec4
-#define FfxInt32 int
-#define FfxInt32x2 ivec2
-#define FfxInt32x3 ivec3
-#define FfxInt32x4 ivec4
-
-/// A [cacao_placeholder] typedef for matrix type until confirmed.
-#define FfxFloat32x4x4 mat4
-#define FfxFloat32x3x3 mat3
-#define FfxFloat32x2x2 mat2
-
-#if FFX_HALF
-#define FfxFloat16 float16_t
-#define FfxFloat16x2 f16vec2
-#define FfxFloat16x3 f16vec3
-#define FfxFloat16x4 f16vec4
-#define FfxUInt16 uint16_t
-#define FfxUInt16x2 u16vec2
-#define FfxUInt16x3 u16vec3
-#define FfxUInt16x4 u16vec4
-#define FfxInt16 int16_t
-#define FfxInt16x2 i16vec2
-#define FfxInt16x3 i16vec3
-#define FfxInt16x4 i16vec4
-#endif // FFX_HALF
-#endif // #if defined(FFX_GLSL)
-
-// Global toggles:
-// #define FFX_HALF (1)
-// #define FFX_HLSL_SM (62)
-
-#if FFX_HALF && !defined(SHADER_API_PSSL)
-
-#if FFX_HLSL_SM >= 62
-
-#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType##16_t TypeName;
-#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector TypeName;
-#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix TypeName;
-
-#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType##16_t TypeName;
-#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector TypeName;
-#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix TypeName;
-
-#else //FFX_HLSL_SM>=62
-
-#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef min16##BaseComponentType TypeName;
-#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector TypeName;
-#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix TypeName;
-
-#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) FFX_MIN16_SCALAR( TypeName, BaseComponentType );
-#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL );
-#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL );
-
-#endif //FFX_HLSL_SM>=62
-
-#else //FFX_HALF
-
-#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType TypeName;
-#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector TypeName;
-#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix TypeName;
-
-#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType TypeName;
-#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector TypeName;
-#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix TypeName;
-
-#endif //FFX_HALF
-
-#if defined(FFX_GPU)
-// Common typedefs:
-#if defined(FFX_HLSL) && !defined(SHADER_API_PSSL)
-FFX_MIN16_SCALAR( FFX_MIN16_F , float );
-FFX_MIN16_VECTOR( FFX_MIN16_F2, float, 2 );
-FFX_MIN16_VECTOR( FFX_MIN16_F3, float, 3 );
-FFX_MIN16_VECTOR( FFX_MIN16_F4, float, 4 );
-
-FFX_MIN16_SCALAR( FFX_MIN16_I, int );
-FFX_MIN16_VECTOR( FFX_MIN16_I2, int, 2 );
-FFX_MIN16_VECTOR( FFX_MIN16_I3, int, 3 );
-FFX_MIN16_VECTOR( FFX_MIN16_I4, int, 4 );
-
-FFX_MIN16_SCALAR( FFX_MIN16_U, uint );
-FFX_MIN16_VECTOR( FFX_MIN16_U2, uint, 2 );
-FFX_MIN16_VECTOR( FFX_MIN16_U3, uint, 3 );
-FFX_MIN16_VECTOR( FFX_MIN16_U4, uint, 4 );
-
-FFX_16BIT_SCALAR( FFX_F16_t , float );
-FFX_16BIT_VECTOR( FFX_F16_t2, float, 2 );
-FFX_16BIT_VECTOR( FFX_F16_t3, float, 3 );
-FFX_16BIT_VECTOR( FFX_F16_t4, float, 4 );
-
-FFX_16BIT_SCALAR( FFX_I16_t, int );
-FFX_16BIT_VECTOR( FFX_I16_t2, int, 2 );
-FFX_16BIT_VECTOR( FFX_I16_t3, int, 3 );
-FFX_16BIT_VECTOR( FFX_I16_t4, int, 4 );
-
-FFX_16BIT_SCALAR( FFX_U16_t, uint );
-FFX_16BIT_VECTOR( FFX_U16_t2, uint, 2 );
-FFX_16BIT_VECTOR( FFX_U16_t3, uint, 3 );
-FFX_16BIT_VECTOR( FFX_U16_t4, uint, 4 );
-
-#define TYPEDEF_MIN16_TYPES(Prefix) \
-typedef FFX_MIN16_F Prefix##_F; \
-typedef FFX_MIN16_F2 Prefix##_F2; \
-typedef FFX_MIN16_F3 Prefix##_F3; \
-typedef FFX_MIN16_F4 Prefix##_F4; \
-typedef FFX_MIN16_I Prefix##_I; \
-typedef FFX_MIN16_I2 Prefix##_I2; \
-typedef FFX_MIN16_I3 Prefix##_I3; \
-typedef FFX_MIN16_I4 Prefix##_I4; \
-typedef FFX_MIN16_U Prefix##_U; \
-typedef FFX_MIN16_U2 Prefix##_U2; \
-typedef FFX_MIN16_U3 Prefix##_U3; \
-typedef FFX_MIN16_U4 Prefix##_U4;
-
-#define TYPEDEF_16BIT_TYPES(Prefix) \
-typedef FFX_16BIT_F Prefix##_F; \
-typedef FFX_16BIT_F2 Prefix##_F2; \
-typedef FFX_16BIT_F3 Prefix##_F3; \
-typedef FFX_16BIT_F4 Prefix##_F4; \
-typedef FFX_16BIT_I Prefix##_I; \
-typedef FFX_16BIT_I2 Prefix##_I2; \
-typedef FFX_16BIT_I3 Prefix##_I3; \
-typedef FFX_16BIT_I4 Prefix##_I4; \
-typedef FFX_16BIT_U Prefix##_U; \
-typedef FFX_16BIT_U2 Prefix##_U2; \
-typedef FFX_16BIT_U3 Prefix##_U3; \
-typedef FFX_16BIT_U4 Prefix##_U4;
-
-#define TYPEDEF_FULL_PRECISION_TYPES(Prefix) \
-typedef FfxFloat32 Prefix##_F; \
-typedef FfxFloat32x2 Prefix##_F2; \
-typedef FfxFloat32x3 Prefix##_F3; \
-typedef FfxFloat32x4 Prefix##_F4; \
-typedef FfxInt32 Prefix##_I; \
-typedef FfxInt32x2 Prefix##_I2; \
-typedef FfxInt32x3 Prefix##_I3; \
-typedef FfxInt32x4 Prefix##_I4; \
-typedef FfxUInt32 Prefix##_U; \
-typedef FfxUInt32x2 Prefix##_U2; \
-typedef FfxUInt32x3 Prefix##_U3; \
-typedef FfxUInt32x4 Prefix##_U4;
-#endif // #if defined(FFX_HLSL)
-
-#if defined(SHADER_API_PSSL)
-
-#define unorm
-#define globallycoherent
-
-#if FFX_HALF
-
-#define FFX_MIN16_F half
-#define FFX_MIN16_F2 half2
-#define FFX_MIN16_F3 half3
-#define FFX_MIN16_F4 half4
-
-#define FFX_MIN16_I short
-#define FFX_MIN16_I2 short2
-#define FFX_MIN16_I3 short3
-#define FFX_MIN16_I4 short4
-
-#define FFX_MIN16_U ushort
-#define FFX_MIN16_U2 ushort2
-#define FFX_MIN16_U3 ushort3
-#define FFX_MIN16_U4 ushort4
-
-#define FFX_16BIT_F half
-#define FFX_16BIT_F2 half2
-#define FFX_16BIT_F3 half3
-#define FFX_16BIT_F4 half4
-
-#define FFX_16BIT_I short
-#define FFX_16BIT_I2 short2
-#define FFX_16BIT_I3 short3
-#define FFX_16BIT_I4 short4
-
-#define FFX_16BIT_U ushort
-#define FFX_16BIT_U2 ushort2
-#define FFX_16BIT_U3 ushort3
-#define FFX_16BIT_U4 ushort4
-
-#else // FFX_HALF
-
-#define FFX_MIN16_F float
-#define FFX_MIN16_F2 float2
-#define FFX_MIN16_F3 float3
-#define FFX_MIN16_F4 float4
-
-#define FFX_MIN16_I int
-#define FFX_MIN16_I2 int2
-#define FFX_MIN16_I3 int3
-#define FFX_MIN16_I4 int4
-
-#define FFX_MIN16_U uint
-#define FFX_MIN16_U2 uint2
-#define FFX_MIN16_U3 uint3
-#define FFX_MIN16_U4 uint4
-
-#define FFX_16BIT_F float
-#define FFX_16BIT_F2 float2
-#define FFX_16BIT_F3 float3
-#define FFX_16BIT_F4 float4
-
-#define FFX_16BIT_I int
-#define FFX_16BIT_I2 int2
-#define FFX_16BIT_I3 int3
-#define FFX_16BIT_I4 int4
-
-#define FFX_16BIT_U uint
-#define FFX_16BIT_U2 uint2
-#define FFX_16BIT_U3 uint3
-#define FFX_16BIT_U4 uint4
-
-#endif // FFX_HALF
-
-#endif // #if defined(SHADER_API_PSSL)
-
-#if defined(FFX_GLSL)
-
-#if FFX_HALF
-
-#define FFX_MIN16_F float16_t
-#define FFX_MIN16_F2 f16vec2
-#define FFX_MIN16_F3 f16vec3
-#define FFX_MIN16_F4 f16vec4
-
-#define FFX_MIN16_I int16_t
-#define FFX_MIN16_I2 i16vec2
-#define FFX_MIN16_I3 i16vec3
-#define FFX_MIN16_I4 i16vec4
-
-#define FFX_MIN16_U uint16_t
-#define FFX_MIN16_U2 u16vec2
-#define FFX_MIN16_U3 u16vec3
-#define FFX_MIN16_U4 u16vec4
-
-#define FFX_16BIT_F float16_t
-#define FFX_16BIT_F2 f16vec2
-#define FFX_16BIT_F3 f16vec3
-#define FFX_16BIT_F4 f16vec4
-
-#define FFX_16BIT_I int16_t
-#define FFX_16BIT_I2 i16vec2
-#define FFX_16BIT_I3 i16vec3
-#define FFX_16BIT_I4 i16vec4
-
-#define FFX_16BIT_U uint16_t
-#define FFX_16BIT_U2 u16vec2
-#define FFX_16BIT_U3 u16vec3
-#define FFX_16BIT_U4 u16vec4
-
-#else // FFX_HALF
-
-#define FFX_MIN16_F float
-#define FFX_MIN16_F2 vec2
-#define FFX_MIN16_F3 vec3
-#define FFX_MIN16_F4 vec4
-
-#define FFX_MIN16_I int
-#define FFX_MIN16_I2 ivec2
-#define FFX_MIN16_I3 ivec3
-#define FFX_MIN16_I4 ivec4
-
-#define FFX_MIN16_U uint
-#define FFX_MIN16_U2 uvec2
-#define FFX_MIN16_U3 uvec3
-#define FFX_MIN16_U4 uvec4
-
-#define FFX_16BIT_F float
-#define FFX_16BIT_F2 vec2
-#define FFX_16BIT_F3 vec3
-#define FFX_16BIT_F4 vec4
-
-#define FFX_16BIT_I int
-#define FFX_16BIT_I2 ivec2
-#define FFX_16BIT_I3 ivec3
-#define FFX_16BIT_I4 ivec4
-
-#define FFX_16BIT_U uint
-#define FFX_16BIT_U2 uvec2
-#define FFX_16BIT_U3 uvec3
-#define FFX_16BIT_U4 uvec4
-
-#endif // FFX_HALF
-
-#endif // #if defined(FFX_GLSL)
-
-#endif // #if defined(FFX_GPU)
-#endif // #ifndef FFX_COMMON_TYPES_H
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta
deleted file mode 100644
index 54cfdf65..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h
deleted file mode 100644
index 02f6b3f6..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h
+++ /dev/null
@@ -1,80 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// @defgroup FfxGPU GPU
-/// The FidelityFX SDK GPU References
-///
-/// @ingroup ffxSDK
-
-/// @defgroup FfxHLSL HLSL References
-/// FidelityFX SDK HLSL GPU References
-///
-/// @ingroup FfxGPU
-
-/// @defgroup FfxGLSL GLSL References
-/// FidelityFX SDK GLSL GPU References
-///
-/// @ingroup FfxGPU
-
-/// @defgroup FfxGPUEffects FidelityFX GPU References
-/// FidelityFX Effect GPU Reference Documentation
-///
-/// @ingroup FfxGPU
-
-/// @defgroup GPUCore GPU Core
-/// GPU defines and functions
-///
-/// @ingroup FfxGPU
-
-#if !defined(FFX_CORE_H)
-#define FFX_CORE_H
-
-#ifdef __hlsl_dx_compiler
-#pragma dxc diagnostic push
-#pragma dxc diagnostic ignored "-Wambig-lit-shift"
-#endif //__hlsl_dx_compiler
-
-#include "ffx_common_types.h"
-
-#if defined(FFX_CPU)
- #include "ffx_core_cpu.h"
-#endif // #if defined(FFX_CPU)
-
-#if defined(FFX_GLSL) && defined(FFX_GPU)
- #include "ffx_core_glsl.h"
-#endif // #if defined(FFX_GLSL) && defined(FFX_GPU)
-
-#if defined(FFX_HLSL) && defined(FFX_GPU)
- #include "ffx_core_hlsl.h"
-#endif // #if defined(FFX_HLSL) && defined(FFX_GPU)
-
-#if defined(FFX_GPU)
- #include "ffx_core_gpu_common.h"
- #include "ffx_core_gpu_common_half.h"
- #include "ffx_core_portability.h"
-#endif // #if defined(FFX_GPU)
-
-#ifdef __hlsl_dx_compiler
-#pragma dxc diagnostic pop
-#endif //__hlsl_dx_compiler
-
-#endif // #if !defined(FFX_CORE_H)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h.meta
deleted file mode 100644
index 3bbfb191..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core.h.meta
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@@ -1,36 +0,0 @@
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- Exclude Win: 1
- Exclude Win64: 1
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h
deleted file mode 100644
index 865258d4..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h
+++ /dev/null
@@ -1,338 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// A define for a true value in a boolean expression.
-///
-/// @ingroup CPUTypes
-#define FFX_TRUE (1)
-
-/// A define for a false value in a boolean expression.
-///
-/// @ingroup CPUTypes
-#define FFX_FALSE (0)
-
-#if !defined(FFX_STATIC)
-/// A define to abstract declaration of static variables and functions.
-///
-/// @ingroup CPUTypes
-#define FFX_STATIC static
-#endif // #if !defined(FFX_STATIC)
-
-/// @defgroup CPUCore CPU Core
-/// Core CPU-side defines and functions
-///
-/// @ingroup ffxHost
-
-#ifdef __clang__
-#pragma clang diagnostic ignored "-Wunused-variable"
-#endif
-
-/// Interpret the bit layout of an IEEE-754 floating point value as an unsigned integer.
-///
-/// @param [in] x A 32bit floating value.
-///
-/// @returns
-/// An unsigned 32bit integer value containing the bit pattern of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxUInt32 ffxAsUInt32(FfxFloat32 x)
-{
- union
- {
- FfxFloat32 f;
- FfxUInt32 u;
- } bits;
-
- bits.f = x;
- return bits.u;
-}
-
-FFX_STATIC FfxFloat32 ffxDot2(FfxFloat32x2 a, FfxFloat32x2 b)
-{
- return a[0] * b[0] + a[1] * b[1];
-}
-
-FFX_STATIC FfxFloat32 ffxDot3(FfxFloat32x3 a, FfxFloat32x3 b)
-{
- return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-}
-
-FFX_STATIC FfxFloat32 ffxDot4(FfxFloat32x4 a, FfxFloat32x4 b)
-{
- return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the GLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 ffxLerp(FfxFloat32 x, FfxFloat32 y, FfxFloat32 t)
-{
- return y * t + (-x * t + x);
-}
-
-/// Compute the reciprocal of a value.
-///
-/// @param [in] x The value to compute the reciprocal for.
-///
-/// @returns
-/// The reciprocal value of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 ffxReciprocal(FfxFloat32 x)
-{
- return 1.0f / x;
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 ffxSqrt(FfxFloat32 x)
-{
- return sqrt(x);
-}
-
-FFX_STATIC FfxUInt32 AShrSU1(FfxUInt32 a, FfxUInt32 b)
-{
- return FfxUInt32(FfxInt32(a) >> FfxInt32(b));
-}
-
-/// Compute the factional part of a decimal value.
-///
-/// This function calculates x - floor(x).
-///
-/// @param [in] x The value to compute the fractional part from.
-///
-/// @returns
-/// The fractional part of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 ffxFract(FfxFloat32 x)
-{
- return x - floor(x);
-}
-
-/// Compute the reciprocal square root of a value.
-///
-/// @param [in] x The value to compute the reciprocal for.
-///
-/// @returns
-/// The reciprocal square root value of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 rsqrt(FfxFloat32 x)
-{
- return ffxReciprocal(ffxSqrt(x));
-}
-
-FFX_STATIC FfxFloat32 ffxMin(FfxFloat32 x, FfxFloat32 y)
-{
- return x < y ? x : y;
-}
-
-FFX_STATIC FfxUInt32 ffxMin(FfxUInt32 x, FfxUInt32 y)
-{
- return x < y ? x : y;
-}
-
-FFX_STATIC FfxFloat32 ffxMax(FfxFloat32 x, FfxFloat32 y)
-{
- return x > y ? x : y;
-}
-
-FFX_STATIC FfxUInt32 ffxMax(FfxUInt32 x, FfxUInt32 y)
-{
- return x > y ? x : y;
-}
-
-/// Clamp a value to a [0..1] range.
-///
-/// @param [in] x The value to clamp to [0..1] range.
-///
-/// @returns
-/// The clamped version of x.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxFloat32 ffxSaturate(FfxFloat32 x)
-{
- return ffxMin(1.0f, ffxMax(0.0f, x));
-}
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-FFX_STATIC void opAAddOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b)
-{
- d[0] = a[0] + b;
- d[1] = a[1] + b;
- d[2] = a[2] + b;
- return;
-}
-
-FFX_STATIC void opACpyF3(FfxFloat32x3 d, FfxFloat32x3 a)
-{
- d[0] = a[0];
- d[1] = a[1];
- d[2] = a[2];
- return;
-}
-
-FFX_STATIC void opAMulF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32x3 b)
-{
- d[0] = a[0] * b[0];
- d[1] = a[1] * b[1];
- d[2] = a[2] * b[2];
- return;
-}
-
-FFX_STATIC void opAMulOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b)
-{
- d[0] = a[0] * b;
- d[1] = a[1] * b;
- d[2] = a[2] * b;
- return;
-}
-
-FFX_STATIC void opARcpF3(FfxFloat32x3 d, FfxFloat32x3 a)
-{
- d[0] = ffxReciprocal(a[0]);
- d[1] = ffxReciprocal(a[1]);
- d[2] = ffxReciprocal(a[2]);
- return;
-}
-
-/// Convert FfxFloat32 to half (in lower 16-bits of output).
-///
-/// This function implements the same fast technique that is documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
-///
-/// The function supports denormals.
-///
-/// Some conversion rules are to make computations possibly "safer" on the GPU,
-/// -INF & -NaN -> -65504
-/// +INF & +NaN -> +65504
-///
-/// @param [in] f The 32bit floating point value to convert.
-///
-/// @returns
-/// The closest 16bit floating point value to f.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxUInt32 f32tof16(FfxFloat32 f)
-{
- static FfxUInt16 base[512] = {
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
- 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0002, 0x0004, 0x0008, 0x0010, 0x0020, 0x0040, 0x0080, 0x0100, 0x0200, 0x0400,
- 0x0800, 0x0c00, 0x1000, 0x1400, 0x1800, 0x1c00, 0x2000, 0x2400, 0x2800, 0x2c00, 0x3000, 0x3400, 0x3800, 0x3c00, 0x4000, 0x4400, 0x4800, 0x4c00, 0x5000,
- 0x5400, 0x5800, 0x5c00, 0x6000, 0x6400, 0x6800, 0x6c00, 0x7000, 0x7400, 0x7800, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff,
- 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
- 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
- 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
- 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
- 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
- 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8001, 0x8002,
- 0x8004, 0x8008, 0x8010, 0x8020, 0x8040, 0x8080, 0x8100, 0x8200, 0x8400, 0x8800, 0x8c00, 0x9000, 0x9400, 0x9800, 0x9c00, 0xa000, 0xa400, 0xa800, 0xac00,
- 0xb000, 0xb400, 0xb800, 0xbc00, 0xc000, 0xc400, 0xc800, 0xcc00, 0xd000, 0xd400, 0xd800, 0xdc00, 0xe000, 0xe400, 0xe800, 0xec00, 0xf000, 0xf400, 0xf800,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff,
- 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff
- };
-
- static FfxUInt8 shift[512] = {
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x17, 0x16, 0x15, 0x14, 0x13, 0x12, 0x11, 0x10, 0x0f, 0x0e, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
- 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x17, 0x16, 0x15, 0x14, 0x13, 0x12, 0x11, 0x10, 0x0f, 0x0e, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d,
- 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18,
- 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18
- };
-
- union
- {
- FfxFloat32 f;
- FfxUInt32 u;
- } bits;
-
- bits.f = f;
- FfxUInt32 u = bits.u;
- FfxUInt32 i = u >> 23;
- return (FfxUInt32)(base[i]) + ((u & 0x7fffff) >> shift[i]);
-}
-
-/// Pack 2x32-bit floating point values in a single 32bit value.
-///
-/// This function first converts each component of value into their nearest 16-bit floating
-/// point representation, and then stores the X and Y components in the lower and upper 16 bits of the
-/// 32bit unsigned integer respectively.
-///
-/// @param [in] x A 2-dimensional floating point value to convert and pack.
-///
-/// @returns
-/// A packed 32bit value containing 2 16bit floating point values.
-///
-/// @ingroup CPUCore
-FFX_STATIC FfxUInt32 packHalf2x16(FfxFloat32x2 x)
-{
- return f32tof16(x[0]) + (f32tof16(x[1]) << 16);
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta
deleted file mode 100644
index fc550227..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h
deleted file mode 100644
index 2f687df9..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h
+++ /dev/null
@@ -1,2784 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// A define for a true value in a boolean expression.
-///
-/// @ingroup GPUCore
-#define FFX_TRUE (true)
-
-/// A define for a false value in a boolean expression.
-///
-/// @ingroup GPUCore
-#define FFX_FALSE (false)
-
-/// A define value for positive infinity.
-///
-/// @ingroup GPUCore
-#define FFX_POSITIVE_INFINITY_FLOAT ffxAsFloat(0x7f800000u)
-
-/// A define value for negative infinity.
-///
-/// @ingroup GPUCore
-#define FFX_NEGATIVE_INFINITY_FLOAT ffxAsFloat(0xff800000u)
-
-/// A define value for PI.
-///
-/// @ingroup GPUCore
-#define FFX_PI (3.14159)
-
-FFX_STATIC const FfxFloat32 FFX_FP16_MIN = 6.10e-05f;
-FFX_STATIC const FfxFloat32 FFX_FP16_MAX = 65504.0f;
-FFX_STATIC const FfxFloat32 FFX_TONEMAP_EPSILON = 1.0f / FFX_FP16_MAX;
-
-/// Compute the reciprocal of value.
-///
-/// @param [in] value The value to compute the reciprocal of.
-///
-/// @returns
-/// The 1 / value.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxReciprocal(FfxFloat32 value)
-{
- return rcp(value);
-}
-
-/// Compute the reciprocal of value.
-///
-/// @param [in] value The value to compute the reciprocal of.
-///
-/// @returns
-/// The 1 / value.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxReciprocal(FfxFloat32x2 value)
-{
- return rcp(value);
-}
-
-/// Compute the reciprocal of value.
-///
-/// @param [in] value The value to compute the reciprocal of.
-///
-/// @returns
-/// The 1 / value.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxReciprocal(FfxFloat32x3 value)
-{
- return rcp(value);
-}
-
-/// Compute the reciprocal of value.
-///
-/// @param [in] value The value to compute the reciprocal of.
-///
-/// @returns
-/// The 1 / value.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxReciprocal(FfxFloat32x4 value)
-{
- return rcp(value);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxMin(FfxFloat32 x, FfxFloat32 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxMin(FfxFloat32x2 x, FfxFloat32x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxMin(FfxFloat32x3 x, FfxFloat32x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxMin(FfxFloat32x4 x, FfxFloat32x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32 ffxMin(FfxInt32 x, FfxInt32 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x2 ffxMin(FfxInt32x2 x, FfxInt32x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x3 ffxMin(FfxInt32x3 x, FfxInt32x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x4 ffxMin(FfxInt32x4 x, FfxInt32x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxMin(FfxUInt32 x, FfxUInt32 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxMin(FfxUInt32x2 x, FfxUInt32x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxMin(FfxUInt32x3 x, FfxUInt32x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxMin(FfxUInt32x4 x, FfxUInt32x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxMax(FfxFloat32 x, FfxFloat32 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxMax(FfxFloat32x2 x, FfxFloat32x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxMax(FfxFloat32x3 x, FfxFloat32x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxMax(FfxFloat32x4 x, FfxFloat32x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32 ffxMax(FfxInt32 x, FfxInt32 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x2 ffxMax(FfxInt32x2 x, FfxInt32x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x3 ffxMax(FfxInt32x3 x, FfxInt32x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt32x4 ffxMax(FfxInt32x4 x, FfxInt32x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxMax(FfxUInt32 x, FfxUInt32 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxMax(FfxUInt32x2 x, FfxUInt32x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxMax(FfxUInt32x3 x, FfxUInt32x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxMax(FfxUInt32x4 x, FfxUInt32x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxPow(FfxFloat32 x, FfxFloat32 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxPow(FfxFloat32x2 x, FfxFloat32x2 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxPow(FfxFloat32x3 x, FfxFloat32x3 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxPow(FfxFloat32x4 x, FfxFloat32x4 y)
-{
- return pow(x, y);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxSqrt(FfxFloat32 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxSqrt(FfxFloat32x2 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxSqrt(FfxFloat32x3 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxSqrt(FfxFloat32x4 x)
-{
- return sqrt(x);
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxCopySignBit(FfxFloat32 d, FfxFloat32 s)
-{
- return ffxAsFloat(ffxAsUInt32(d) | (ffxAsUInt32(s) & FfxUInt32(0x80000000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxCopySignBit(FfxFloat32x2 d, FfxFloat32x2 s)
-{
- return ffxAsFloat(ffxAsUInt32(d) | (ffxAsUInt32(s) & ffxBroadcast2(0x80000000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxCopySignBit(FfxFloat32x3 d, FfxFloat32x3 s)
-{
- return ffxAsFloat(ffxAsUInt32(d) | (ffxAsUInt32(s) & ffxBroadcast3(0x80000000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxCopySignBit(FfxFloat32x4 d, FfxFloat32x4 s)
-{
- return ffxAsFloat(ffxAsUInt32(d) | (ffxAsUInt32(s) & ffxBroadcast4(0x80000000u)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxIsSigned(FfxFloat32 m)
-{
- return ffxSaturate(m * FfxFloat32(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxIsSigned(FfxFloat32x2 m)
-{
- return ffxSaturate(m * ffxBroadcast2(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxIsSigned(FfxFloat32x3 m)
-{
- return ffxSaturate(m * ffxBroadcast3(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against for have the sign set.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or positive.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxIsSigned(FfxFloat32x4 m)
-{
- return ffxSaturate(m * ffxBroadcast4(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxIsGreaterThanZero(FfxFloat32 m)
-{
- return ffxSaturate(m * FfxFloat32(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxIsGreaterThanZero(FfxFloat32x2 m)
-{
- return ffxSaturate(m * ffxBroadcast2(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxIsGreaterThanZero(FfxFloat32x3 m)
-{
- return ffxSaturate(m * ffxBroadcast3(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxIsGreaterThanZero(FfxFloat32x4 m)
-{
- return ffxSaturate(m * ffxBroadcast4(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// Convert a 32bit floating point value to sortable integer.
-///
-/// - If sign bit=0, flip the sign bit (positives).
-/// - If sign bit=1, flip all bits (negatives).
-///
-/// The function has the side effects that:
-/// - Larger integers are more positive values.
-/// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-///
-/// @param [in] value The floating point value to make sortable.
-///
-/// @returns
-/// The sortable integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxFloatToSortableInteger(FfxUInt32 value)
-{
- return value ^ ((AShrSU1(value, FfxUInt32(31))) | FfxUInt32(0x80000000));
-}
-
-/// Convert a sortable integer to a 32bit floating point value.
-///
-/// The function has the side effects that:
-/// - If sign bit=1, flip the sign bit (positives).
-/// - If sign bit=0, flip all bits (negatives).
-///
-/// @param [in] value The floating point value to make sortable.
-///
-/// @returns
-/// The sortable integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxSortableIntegerToFloat(FfxUInt32 value)
-{
- return value ^ ((~AShrSU1(value, FfxUInt32(31))) | FfxUInt32(0x80000000));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateSqrt(FfxFloat32 value)
-{
- return ffxAsFloat((ffxAsUInt32(value) >> FfxUInt32(1)) + FfxUInt32(0x1fbc4639));
-}
-
-/// Calculate a low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateReciprocal(FfxFloat32 value)
-{
- return ffxAsFloat(FfxUInt32(0x7ef07ebb) - ffxAsUInt32(value));
-}
-
-/// Calculate a medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateReciprocalMedium(FfxFloat32 value)
-{
- FfxFloat32 b = ffxAsFloat(FfxUInt32(0x7ef19fff) - ffxAsUInt32(value));
- return b * (-b * value + FfxFloat32(2.0));
-}
-
-/// Calculate a low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal square root for.
-///
-/// @returns
-/// An approximation of the reciprocal square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateReciprocalSquareRoot(FfxFloat32 value)
-{
- return ffxAsFloat(FfxUInt32(0x5f347d74) - (ffxAsUInt32(value) >> FfxUInt32(1)));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateSqrt(FfxFloat32x2 value)
-{
- return ffxAsFloat((ffxAsUInt32(value) >> ffxBroadcast2(1u)) + ffxBroadcast2(0x1fbc4639u));
-}
-
-/// Calculate a low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateReciprocal(FfxFloat32x2 value)
-{
- return ffxAsFloat(ffxBroadcast2(0x7ef07ebbu) - ffxAsUInt32(value));
-}
-
-/// Calculate a medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateReciprocalMedium(FfxFloat32x2 value)
-{
- FfxFloat32x2 b = ffxAsFloat(ffxBroadcast2(0x7ef19fffu) - ffxAsUInt32(value));
- return b * (-b * value + ffxBroadcast2(2.0f));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateReciprocalSquareRoot(FfxFloat32x2 value)
-{
- return ffxAsFloat(ffxBroadcast2(0x5f347d74u) - (ffxAsUInt32(value) >> ffxBroadcast2(1u)));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateSqrt(FfxFloat32x3 value)
-{
- return ffxAsFloat((ffxAsUInt32(value) >> ffxBroadcast3(1u)) + ffxBroadcast3(0x1fbc4639u));
-}
-
-/// Calculate a low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateReciprocal(FfxFloat32x3 value)
-{
- return ffxAsFloat(ffxBroadcast3(0x7ef07ebbu) - ffxAsUInt32(value));
-}
-
-/// Calculate a medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateReciprocalMedium(FfxFloat32x3 value)
-{
- FfxFloat32x3 b = ffxAsFloat(ffxBroadcast3(0x7ef19fffu) - ffxAsUInt32(value));
- return b * (-b * value + ffxBroadcast3(2.0f));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateReciprocalSquareRoot(FfxFloat32x3 value)
-{
- return ffxAsFloat(ffxBroadcast3(0x5f347d74u) - (ffxAsUInt32(value) >> ffxBroadcast3(1u)));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateSqrt(FfxFloat32x4 value)
-{
- return ffxAsFloat((ffxAsUInt32(value) >> ffxBroadcast4(1u)) + ffxBroadcast4(0x1fbc4639u));
-}
-
-/// Calculate a low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateReciprocal(FfxFloat32x4 value)
-{
- return ffxAsFloat(ffxBroadcast4(0x7ef07ebbu) - ffxAsUInt32(value));
-}
-
-/// Calculate a medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateReciprocalMedium(FfxFloat32x4 value)
-{
- FfxFloat32x4 b = ffxAsFloat(ffxBroadcast4(0x7ef19fffu) - ffxAsUInt32(value));
- return b * (-b * value + ffxBroadcast4(2.0f));
-}
-
-/// Calculate a low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] value The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateReciprocalSquareRoot(FfxFloat32x4 value)
-{
- return ffxAsFloat(ffxBroadcast4(0x5f347d74u) - (ffxAsUInt32(value) >> ffxBroadcast4(1u)));
-}
-
-/// Calculate dot product of 'a' and 'b'.
-///
-/// @param [in] a First vector input.
-/// @param [in] b Second vector input.
-///
-/// @returns
-/// The value of a dot b.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxDot2(FfxFloat32x2 a, FfxFloat32x2 b)
-{
- return dot(a, b);
-}
-
-/// Calculate dot product of 'a' and 'b'.
-///
-/// @param [in] a First vector input.
-/// @param [in] b Second vector input.
-///
-/// @returns
-/// The value of a dot b.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxDot3(FfxFloat32x3 a, FfxFloat32x3 b)
-{
- return dot(a, b);
-}
-
-/// Calculate dot product of 'a' and 'b'.
-///
-/// @param [in] a First vector input.
-/// @param [in] b Second vector input.
-///
-/// @returns
-/// The value of a dot b.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxDot4(FfxFloat32x4 a, FfxFloat32x4 b)
-{
- return dot(a, b);
-}
-
-
-/// Compute an approximate conversion from PQ to Gamma2 space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and Gamma2.
-///
-/// @returns
-/// The value a converted into Gamma2.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximatePQToGamma2Medium(FfxFloat32 a)
-{
- return a * a * a * a;
-}
-
-/// Compute an approximate conversion from PQ to linear space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and linear.
-///
-/// @returns
-/// The value a converted into linear.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximatePQToLinear(FfxFloat32 a)
-{
- return a * a * a * a * a * a * a * a;
-}
-
-/// Compute an approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateGamma2ToPQ(FfxFloat32 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> FfxUInt32(2)) + FfxUInt32(0x2F9A4E46));
-}
-
-/// Compute a more accurate approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateGamma2ToPQMedium(FfxFloat32 a)
-{
- FfxFloat32 b = ffxAsFloat((ffxAsUInt32(a) >> FfxUInt32(2)) + FfxUInt32(0x2F9A4E46));
- FfxFloat32 b4 = b * b * b * b;
- return b - b * (b4 - a) / (FfxFloat32(4.0) * b4);
-}
-
-/// Compute a high accuracy approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateGamma2ToPQHigh(FfxFloat32 a)
-{
- return ffxSqrt(ffxSqrt(a));
-}
-
-/// Compute an approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateLinearToPQ(FfxFloat32 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> FfxUInt32(3)) + FfxUInt32(0x378D8723));
-}
-
-/// Compute a more accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateLinearToPQMedium(FfxFloat32 a)
-{
- FfxFloat32 b = ffxAsFloat((ffxAsUInt32(a) >> FfxUInt32(3)) + FfxUInt32(0x378D8723));
- FfxFloat32 b8 = b * b * b * b * b * b * b * b;
- return b - b * (b8 - a) / (FfxFloat32(8.0) * b8);
-}
-
-/// Compute a very accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxApproximateLinearToPQHigh(FfxFloat32 a)
-{
- return ffxSqrt(ffxSqrt(ffxSqrt(a)));
-}
-
-/// Compute an approximate conversion from PQ to Gamma2 space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and Gamma2.
-///
-/// @returns
-/// The value a converted into Gamma2.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximatePQToGamma2Medium(FfxFloat32x2 a)
-{
- return a * a * a * a;
-}
-
-/// Compute an approximate conversion from PQ to linear space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and linear.
-///
-/// @returns
-/// The value a converted into linear.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximatePQToLinear(FfxFloat32x2 a)
-{
- return a * a * a * a * a * a * a * a;
-}
-
-/// Compute an approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateGamma2ToPQ(FfxFloat32x2 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast2(2u)) + ffxBroadcast2(0x2F9A4E46u));
-}
-
-/// Compute a more accurate approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateGamma2ToPQMedium(FfxFloat32x2 a)
-{
- FfxFloat32x2 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast2(2u)) + ffxBroadcast2(0x2F9A4E46u));
- FfxFloat32x2 b4 = b * b * b * b;
- return b - b * (b4 - a) / (FfxFloat32(4.0) * b4);
-}
-
-/// Compute a high accuracy approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateGamma2ToPQHigh(FfxFloat32x2 a)
-{
- return ffxSqrt(ffxSqrt(a));
-}
-
-/// Compute an approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateLinearToPQ(FfxFloat32x2 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast2(3u)) + ffxBroadcast2(0x378D8723u));
-}
-
-/// Compute a more accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateLinearToPQMedium(FfxFloat32x2 a)
-{
- FfxFloat32x2 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast2(3u)) + ffxBroadcast2(0x378D8723u));
- FfxFloat32x2 b8 = b * b * b * b * b * b * b * b;
- return b - b * (b8 - a) / (FfxFloat32(8.0) * b8);
-}
-
-/// Compute a very accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxApproximateLinearToPQHigh(FfxFloat32x2 a)
-{
- return ffxSqrt(ffxSqrt(ffxSqrt(a)));
-}
-
-/// Compute an approximate conversion from PQ to Gamma2 space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and Gamma2.
-///
-/// @returns
-/// The value a converted into Gamma2.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximatePQToGamma2Medium(FfxFloat32x3 a)
-{
- return a * a * a * a;
-}
-
-/// Compute an approximate conversion from PQ to linear space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and linear.
-///
-/// @returns
-/// The value a converted into linear.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximatePQToLinear(FfxFloat32x3 a)
-{
- return a * a * a * a * a * a * a * a;
-}
-
-/// Compute an approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateGamma2ToPQ(FfxFloat32x3 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast3(2u)) + ffxBroadcast3(0x2F9A4E46u));
-}
-
-/// Compute a more accurate approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateGamma2ToPQMedium(FfxFloat32x3 a)
-{
- FfxFloat32x3 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast3(2u)) + ffxBroadcast3(0x2F9A4E46u));
- FfxFloat32x3 b4 = b * b * b * b;
- return b - b * (b4 - a) / (FfxFloat32(4.0) * b4);
-}
-
-/// Compute a high accuracy approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateGamma2ToPQHigh(FfxFloat32x3 a)
-{
- return ffxSqrt(ffxSqrt(a));
-}
-
-/// Compute an approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateLinearToPQ(FfxFloat32x3 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast3(3u)) + ffxBroadcast3(0x378D8723u));
-}
-
-/// Compute a more accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateLinearToPQMedium(FfxFloat32x3 a)
-{
- FfxFloat32x3 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast3(3u)) + ffxBroadcast3(0x378D8723u));
- FfxFloat32x3 b8 = b * b * b * b * b * b * b * b;
- return b - b * (b8 - a) / (FfxFloat32(8.0) * b8);
-}
-
-/// Compute a very accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxApproximateLinearToPQHigh(FfxFloat32x3 a)
-{
- return ffxSqrt(ffxSqrt(ffxSqrt(a)));
-}
-
-/// Compute an approximate conversion from PQ to Gamma2 space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and Gamma2.
-///
-/// @returns
-/// The value a converted into Gamma2.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximatePQToGamma2Medium(FfxFloat32x4 a)
-{
- return a * a * a * a;
-}
-
-/// Compute an approximate conversion from PQ to linear space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between PQ and linear.
-///
-/// @returns
-/// The value a converted into linear.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximatePQToLinear(FfxFloat32x4 a)
-{
- return a * a * a * a * a * a * a * a;
-}
-
-/// Compute an approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateGamma2ToPQ(FfxFloat32x4 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast4(2u)) + ffxBroadcast4(0x2F9A4E46u));
-}
-
-/// Compute a more accurate approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateGamma2ToPQMedium(FfxFloat32x4 a)
-{
- FfxFloat32x4 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast4(2u)) + ffxBroadcast4(0x2F9A4E46u));
- FfxFloat32x4 b4 = b * b * b * b * b * b * b * b;
- return b - b * (b4 - a) / (FfxFloat32(4.0) * b4);
-}
-
-/// Compute a high accuracy approximate conversion from gamma2 to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between gamma2 and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateGamma2ToPQHigh(FfxFloat32x4 a)
-{
- return ffxSqrt(ffxSqrt(a));
-}
-
-/// Compute an approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateLinearToPQ(FfxFloat32x4 a)
-{
- return ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast4(3u)) + ffxBroadcast4(0x378D8723u));
-}
-
-/// Compute a more accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateLinearToPQMedium(FfxFloat32x4 a)
-{
- FfxFloat32x4 b = ffxAsFloat((ffxAsUInt32(a) >> ffxBroadcast4(3u)) + ffxBroadcast4(0x378D8723u));
- FfxFloat32x4 b8 = b * b * b * b * b * b * b * b;
- return b - b * (b8 - a) / (FfxFloat32(8.0) * b8);
-}
-
-/// Compute a very accurate approximate conversion from linear to PQ space.
-///
-/// PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation method to do
-/// PQ conversions to and from Gamma2 (4th power and fast 4th root), and PQ to and from Linear
-/// (8th power and fast 8th root). The maximum error is approximately 0.2%.
-///
-/// @param a The value to convert between linear and PQ.
-///
-/// @returns
-/// The value a converted into PQ.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxApproximateLinearToPQHigh(FfxFloat32x4 a)
-{
- return ffxSqrt(ffxSqrt(ffxSqrt(a)));
-}
-
-// An approximation of sine.
-//
-// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-// is {-1/4 to 1/4} representing {-1 to 1}.
-//
-// @param [in] value The value to calculate approximate sine for.
-//
-// @returns
-// The approximate sine of value.
-FfxFloat32 ffxParabolicSin(FfxFloat32 value)
-{
- return value * abs(value) - value;
-}
-
-// An approximation of sine.
-//
-// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-// is {-1/4 to 1/4} representing {-1 to 1}.
-//
-// @param [in] value The value to calculate approximate sine for.
-//
-// @returns
-// The approximate sine of value.
-FfxFloat32x2 ffxParabolicSin(FfxFloat32x2 x)
-{
- return x * abs(x) - x;
-}
-
-// An approximation of cosine.
-//
-// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-// is {-1/4 to 1/4} representing {-1 to 1}.
-//
-// @param [in] value The value to calculate approximate cosine for.
-//
-// @returns
-// The approximate cosine of value.
-FfxFloat32 ffxParabolicCos(FfxFloat32 x)
-{
- x = ffxFract(x * FfxFloat32(0.5) + FfxFloat32(0.75));
- x = x * FfxFloat32(2.0) - FfxFloat32(1.0);
- return ffxParabolicSin(x);
-}
-
-// An approximation of cosine.
-//
-// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-// is {-1/4 to 1/4} representing {-1 to 1}.
-//
-// @param [in] value The value to calculate approximate cosine for.
-//
-// @returns
-// The approximate cosine of value.
-FfxFloat32x2 ffxParabolicCos(FfxFloat32x2 x)
-{
- x = ffxFract(x * ffxBroadcast2(0.5f) + ffxBroadcast2(0.75f));
- x = x * ffxBroadcast2(2.0f) - ffxBroadcast2(1.0f);
- return ffxParabolicSin(x);
-}
-
-// An approximation of both sine and cosine.
-//
-// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-// is {-1/4 to 1/4} representing {-1 to 1}.
-//
-// @param [in] value The value to calculate approximate cosine for.
-//
-// @returns
-// A FfxFloat32x2 containing approximations of both sine and cosine of value.
-FfxFloat32x2 ffxParabolicSinCos(FfxFloat32 x)
-{
- FfxFloat32 y = ffxFract(x * FfxFloat32(0.5) + FfxFloat32(0.75));
- y = y * FfxFloat32(2.0) - FfxFloat32(1.0);
- return ffxParabolicSin(FfxFloat32x2(x, y));
-}
-
-/// Conditional free logic AND operation using values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxZeroOneAnd(FfxUInt32 x, FfxUInt32 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxZeroOneAnd(FfxUInt32x2 x, FfxUInt32x2 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxZeroOneAnd(FfxUInt32x3 x, FfxUInt32x3 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxZeroOneAnd(FfxUInt32x4 x, FfxUInt32x4 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic NOT operation using two values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxZeroOneAnd(FfxUInt32 x)
-{
- return x ^ FfxUInt32(1);
-}
-
-/// Conditional free logic NOT operation using two values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxZeroOneAnd(FfxUInt32x2 x)
-{
- return x ^ ffxBroadcast2(1u);
-}
-
-/// Conditional free logic NOT operation using two values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxZeroOneAnd(FfxUInt32x3 x)
-{
- return x ^ ffxBroadcast3(1u);
-}
-
-/// Conditional free logic NOT operation using two values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxZeroOneAnd(FfxUInt32x4 x)
-{
- return x ^ ffxBroadcast4(1u);
-}
-
-/// Conditional free logic OR operation using two values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxZeroOneOr(FfxUInt32 x, FfxUInt32 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxZeroOneOr(FfxUInt32x2 x, FfxUInt32x2 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxZeroOneOr(FfxUInt32x3 x, FfxUInt32x3 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxZeroOneOr(FfxUInt32x4 x, FfxUInt32x4 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxZeroOneAndToU1(FfxFloat32 x)
-{
- return FfxUInt32(FfxFloat32(1.0) - x);
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxZeroOneAndToU2(FfxFloat32x2 x)
-{
- return FfxUInt32x2(ffxBroadcast2(1.0) - x);
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x3 ffxZeroOneAndToU3(FfxFloat32x3 x)
-{
- return FfxUInt32x3(ffxBroadcast3(1.0) - x);
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt32x4 ffxZeroOneAndToU4(FfxFloat32x4 x)
-{
- return FfxUInt32x4(ffxBroadcast4(1.0) - x);
-}
-
-/// Conditional free logic AND operation using two values followed by a NOT operation
-/// using the resulting value and a third value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneAndOr(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
-{
- return ffxSaturate(x * y + z);
-}
-
-/// Conditional free logic AND operation using two values followed by a NOT operation
-/// using the resulting value and a third value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneAndOr(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
-{
- return ffxSaturate(x * y + z);
-}
-
-/// Conditional free logic AND operation using two values followed by a NOT operation
-/// using the resulting value and a third value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneAndOr(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
-{
- return ffxSaturate(x * y + z);
-}
-
-/// Conditional free logic AND operation using two values followed by a NOT operation
-/// using the resulting value and a third value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneAndOr(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
-{
- return ffxSaturate(x * y + z);
-}
-
-/// Given a value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneIsGreaterThanZero(FfxFloat32 x)
-{
- return ffxSaturate(x * FfxFloat32(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneIsGreaterThanZero(FfxFloat32x2 x)
-{
- return ffxSaturate(x * ffxBroadcast2(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneIsGreaterThanZero(FfxFloat32x3 x)
-{
- return ffxSaturate(x * ffxBroadcast3(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneIsGreaterThanZero(FfxFloat32x4 x)
-{
- return ffxSaturate(x * ffxBroadcast4(FFX_POSITIVE_INFINITY_FLOAT));
-}
-
-/// Conditional free logic signed NOT operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneAnd(FfxFloat32 x)
-{
- return FfxFloat32(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneAnd(FfxFloat32x2 x)
-{
- return ffxBroadcast2(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneAnd(FfxFloat32x3 x)
-{
- return ffxBroadcast3(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneAnd(FfxFloat32x4 x)
-{
- return ffxBroadcast4(1.0) - x;
-}
-
-/// Conditional free logic OR operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneOr(FfxFloat32 x, FfxFloat32 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneOr(FfxFloat32x2 x, FfxFloat32x2 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneOr(FfxFloat32x3 x, FfxFloat32x3 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneOr(FfxFloat32x4 x, FfxFloat32x4 y)
-{
- return max(x, y);
-}
-
-/// Choose between two FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneSelect(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
-{
- FfxFloat32 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneSelect(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
-{
- FfxFloat32x2 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneSelect(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
-{
- FfxFloat32x3 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneSelect(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
-{
- FfxFloat32x4 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Given a value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxZeroOneIsSigned(FfxFloat32 x)
-{
- return ffxSaturate(x * FfxFloat32(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxZeroOneIsSigned(FfxFloat32x2 x)
-{
- return ffxSaturate(x * ffxBroadcast2(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxZeroOneIsSigned(FfxFloat32x3 x)
-{
- return ffxSaturate(x * ffxBroadcast3(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// Given a value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat32x4 ffxZeroOneIsSigned(FfxFloat32x4 x)
-{
- return ffxSaturate(x * ffxBroadcast4(FFX_NEGATIVE_INFINITY_FLOAT));
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] color The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxRec709FromLinear(FfxFloat32 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.099, -0.099);
- return clamp(j.x, color * j.y, pow(color, j.z) * k.x + k.y);
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] color The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxRec709FromLinear(FfxFloat32x2 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.099, -0.099);
- return clamp(j.xx, color * j.yy, pow(color, j.zz) * k.xx + k.yy);
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] color The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxRec709FromLinear(FfxFloat32x3 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.099, -0.099);
- return clamp(j.xxx, color * j.yyy, pow(color, j.zzz) * k.xxx + k.yyy);
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGamma.
-///
-/// @param [in] value The value to convert to gamma space from linear.
-/// @param [in] power The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxGammaFromLinear(FfxFloat32 value, FfxFloat32 power)
-{
- return pow(value, FfxFloat32(power));
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGamma.
-///
-/// @param [in] value The value to convert to gamma space from linear.
-/// @param [in] power The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxGammaFromLinear(FfxFloat32x2 value, FfxFloat32 power)
-{
- return pow(value, ffxBroadcast2(power));
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGamma.
-///
-/// @param [in] value The value to convert to gamma space from linear.
-/// @param [in] power The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxGammaFromLinear(FfxFloat32x3 value, FfxFloat32 power)
-{
- return pow(value, ffxBroadcast3(power));
-}
-
-/// Compute a PQ value from a linear value.
-///
-/// @param [in] value The value to convert to PQ from linear.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxPQToLinear(FfxFloat32 value)
-{
- FfxFloat32 p = pow(value, FfxFloat32(0.159302));
- return pow((FfxFloat32(0.835938) + FfxFloat32(18.8516) * p) / (FfxFloat32(1.0) + FfxFloat32(18.6875) * p), FfxFloat32(78.8438));
-}
-
-/// Compute a PQ value from a linear value.
-///
-/// @param [in] value The value to convert to PQ from linear.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxPQToLinear(FfxFloat32x2 value)
-{
- FfxFloat32x2 p = pow(value, ffxBroadcast2(0.159302));
- return pow((ffxBroadcast2(0.835938) + ffxBroadcast2(18.8516) * p) / (ffxBroadcast2(1.0) + ffxBroadcast2(18.6875) * p), ffxBroadcast2(78.8438));
-}
-
-/// Compute a PQ value from a linear value.
-///
-/// @param [in] value The value to convert to PQ from linear.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxPQToLinear(FfxFloat32x3 value)
-{
- FfxFloat32x3 p = pow(value, ffxBroadcast3(0.159302));
- return pow((ffxBroadcast3(0.835938) + ffxBroadcast3(18.8516) * p) / (ffxBroadcast3(1.0) + ffxBroadcast3(18.6875) * p), ffxBroadcast3(78.8438));
-}
-
-/// Compute a linear value from a SRGB value.
-///
-/// @param [in] value The value to convert to linear from SRGB.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxSrgbToLinear(FfxFloat32 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.055, -0.055);
- return clamp(j.x, value * j.y, pow(value, j.z) * k.x + k.y);
-}
-
-/// Compute a linear value from a SRGB value.
-///
-/// @param [in] value The value to convert to linear from SRGB.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxSrgbToLinear(FfxFloat32x2 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.055, -0.055);
- return clamp(j.xx, value * j.yy, pow(value, j.zz) * k.xx + k.yy);
-}
-
-/// Compute a linear value from a SRGB value.
-///
-/// @param [in] value The value to convert to linear from SRGB.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxSrgbToLinear(FfxFloat32x3 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.055, -0.055);
- return clamp(j.xxx, value * j.yyy, pow(value, j.zzz) * k.xxx + k.yyy);
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] color The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxLinearFromRec709(FfxFloat32 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(color - j.x), color * j.y, pow(color * k.x + k.y, j.z));
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] color The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxLinearFromRec709(FfxFloat32x2 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(color - j.xx), color * j.yy, pow(color * k.xx + k.yy, j.zz));
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] color The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxLinearFromRec709(FfxFloat32x3 color)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(color - j.xxx), color * j.yyy, pow(color * k.xxx + k.yyy, j.zzz));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] color The value to convert to linear in gamma space.
-/// @param [in] power The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxLinearFromGamma(FfxFloat32 color, FfxFloat32 power)
-{
- return pow(color, FfxFloat32(power));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] color The value to convert to linear in gamma space.
-/// @param [in] power The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxLinearFromGamma(FfxFloat32x2 color, FfxFloat32 power)
-{
- return pow(color, ffxBroadcast2(power));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] color The value to convert to linear in gamma space.
-/// @param [in] power The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxLinearFromGamma(FfxFloat32x3 color, FfxFloat32 power)
-{
- return pow(color, ffxBroadcast3(power));
-}
-
-/// Compute a linear value from a value in a PQ space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in PQ space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxLinearFromPQ(FfxFloat32 value)
-{
- FfxFloat32 p = pow(value, FfxFloat32(0.0126833));
- return pow(ffxSaturate(p - FfxFloat32(0.835938)) / (FfxFloat32(18.8516) - FfxFloat32(18.6875) * p), FfxFloat32(6.27739));
-}
-
-/// Compute a linear value from a value in a PQ space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in PQ space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxLinearFromPQ(FfxFloat32x2 value)
-{
- FfxFloat32x2 p = pow(value, ffxBroadcast2(0.0126833));
- return pow(ffxSaturate(p - ffxBroadcast2(0.835938)) / (ffxBroadcast2(18.8516) - ffxBroadcast2(18.6875) * p), ffxBroadcast2(6.27739));
-}
-
-/// Compute a linear value from a value in a PQ space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in PQ space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxLinearFromPQ(FfxFloat32x3 value)
-{
- FfxFloat32x3 p = pow(value, ffxBroadcast3(0.0126833));
- return pow(ffxSaturate(p - ffxBroadcast3(0.835938)) / (ffxBroadcast3(18.8516) - ffxBroadcast3(18.6875) * p), ffxBroadcast3(6.27739));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32 ffxLinearFromSrgb(FfxFloat32 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(value - j.x), value * j.y, pow(value * k.x + k.y, j.z));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x2 ffxLinearFromSrgb(FfxFloat32x2 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(value - j.xx), value * j.yy, pow(value * k.xx + k.yy, j.zz));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] value The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat32x3 ffxLinearFromSrgb(FfxFloat32x3 value)
-{
- FfxFloat32x3 j = FfxFloat32x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat32x2 k = FfxFloat32x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelect(ffxZeroOneIsSigned(value - j.xxx), value * j.yyy, pow(value * k.xxx + k.yyy, j.zzz));
-}
-
-/// A remapping of 64x1 to 8x8 imposing rotated 2x2 pixel quads in quad linear.
-///
-/// 543210
-/// ======
-/// ..xxx.
-/// yy...y
-///
-/// @param [in] a The input 1D coordinates to remap.
-///
-/// @returns
-/// The remapped 2D coordinates.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxRemapForQuad(FfxUInt32 a)
-{
- return FfxUInt32x2(bitfieldExtract(a, 1u, 3u), bitfieldInsertMask(bitfieldExtract(a, 3u, 3u), a, 1u));
-}
-
-/// A helper function performing a remap 64x1 to 8x8 remapping which is necessary for 2D wave reductions.
-///
-/// The 64-wide lane indices to 8x8 remapping is performed as follows:
-///
-/// 00 01 08 09 10 11 18 19
-/// 02 03 0a 0b 12 13 1a 1b
-/// 04 05 0c 0d 14 15 1c 1d
-/// 06 07 0e 0f 16 17 1e 1f
-/// 20 21 28 29 30 31 38 39
-/// 22 23 2a 2b 32 33 3a 3b
-/// 24 25 2c 2d 34 35 3c 3d
-/// 26 27 2e 2f 36 37 3e 3f
-///
-/// @param [in] a The input 1D coordinate to remap.
-///
-/// @returns
-/// The remapped 2D coordinates.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxRemapForWaveReduction(FfxUInt32 a)
-{
- return FfxUInt32x2(bitfieldInsertMask(bitfieldExtract(a, 2u, 3u), a, 1u), bitfieldInsertMask(bitfieldExtract(a, 3u, 3u), bitfieldExtract(a, 1u, 2u), 2u));
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta
deleted file mode 100644
index bdc7c43a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
-fileFormatVersion: 2
-guid: 05b921699d1374a429e32afca13137e2
-PluginImporter:
- externalObjects: {}
- serializedVersion: 3
- iconMap: {}
- executionOrder: {}
- defineConstraints: []
- isPreloaded: 0
- isOverridable: 0
- isExplicitlyReferenced: 0
- validateReferences: 1
- platformData:
- Any:
- enabled: 0
- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
- Editor:
- enabled: 0
- settings:
- DefaultValueInitialized: true
- Linux64:
- enabled: 0
- settings:
- CPU: None
- Win:
- enabled: 0
- settings:
- CPU: None
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h
deleted file mode 100644
index 4c73daf1..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h
+++ /dev/null
@@ -1,2979 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#if FFX_HALF
-#if FFX_HLSL_SM >= 62
-/// A define value for 16bit positive infinity.
-///
-/// @ingroup GPUCore
-#define FFX_POSITIVE_INFINITY_HALF FFX_TO_FLOAT16((uint16_t)0x7c00u)
-
-/// A define value for 16bit negative infinity.
-///
-/// @ingroup GPUCore
-#define FFX_NEGATIVE_INFINITY_HALF FFX_TO_FLOAT16((uint16_t)0xfc00u)
-#else
-/// A define value for 16bit positive infinity.
-///
-/// @ingroup GPUCore
-#define FFX_POSITIVE_INFINITY_HALF FFX_TO_FLOAT16(0x7c00u)
-
-/// A define value for 16bit negative infinity.
-///
-/// @ingroup GPUCore
-#define FFX_NEGATIVE_INFINITY_HALF FFX_TO_FLOAT16(0xfc00u)
-#endif // #if FFX_HLSL_SM>=62
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxMin(FfxFloat16 x, FfxFloat16 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxMin(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxMin(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxMin(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16 ffxMin(FfxInt16 x, FfxInt16 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x2 ffxMin(FfxInt16x2 x, FfxInt16x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x3 ffxMin(FfxInt16x3 x, FfxInt16x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x4 ffxMin(FfxInt16x4 x, FfxInt16x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxMin(FfxUInt16 x, FfxUInt16 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxMin(FfxUInt16x2 x, FfxUInt16x2 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxMin(FfxUInt16x3 x, FfxUInt16x3 y)
-{
- return min(x, y);
-}
-
-/// Compute the min of two values.
-///
-/// @param [in] x The first value to compute the min of.
-/// @param [in] y The second value to compute the min of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxMin(FfxUInt16x4 x, FfxUInt16x4 y)
-{
- return min(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxMax(FfxFloat16 x, FfxFloat16 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxMax(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxMax(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxMax(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16 ffxMax(FfxInt16 x, FfxInt16 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x2 ffxMax(FfxInt16x2 x, FfxInt16x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x3 ffxMax(FfxInt16x3 x, FfxInt16x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxInt16x4 ffxMax(FfxInt16x4 x, FfxInt16x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxMax(FfxUInt16 x, FfxUInt16 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxMax(FfxUInt16x2 x, FfxUInt16x2 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxMax(FfxUInt16x3 x, FfxUInt16x3 y)
-{
- return max(x, y);
-}
-
-/// Compute the max of two values.
-///
-/// @param [in] x The first value to compute the max of.
-/// @param [in] y The second value to compute the max of.
-///
-/// @returns
-/// The the lowest of two values.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxMax(FfxUInt16x4 x, FfxUInt16x4 y)
-{
- return max(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxPow(FfxFloat16 x, FfxFloat16 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPow(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxPow(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return pow(x, y);
-}
-
-/// Compute the value of the first parameter raised to the power of the second.
-///
-/// @param [in] x The value to raise to the power y.
-/// @param [in] y The power to which to raise x.
-///
-/// @returns
-/// The value of the first parameter raised to the power of the second.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxPow(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return pow(x, y);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxSqrt(FfxFloat16 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxSqrt(FfxFloat16x2 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxSqrt(FfxFloat16x3 x)
-{
- return sqrt(x);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] x The first value to compute the min of.
-///
-/// @returns
-/// The the square root of x.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxSqrt(FfxFloat16x4 x)
-{
- return sqrt(x);
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxCopySignBitHalf(FfxFloat16 d, FfxFloat16 s)
-{
- return FFX_TO_FLOAT16(FFX_TO_UINT16(d) | (FFX_TO_UINT16(s) & FFX_BROADCAST_UINT16(0x8000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxCopySignBitHalf(FfxFloat16x2 d, FfxFloat16x2 s)
-{
- return FFX_TO_FLOAT16X2(FFX_TO_UINT16X2(d) | (FFX_TO_UINT16X2(s) & FFX_BROADCAST_UINT16X2(0x8000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxCopySignBitHalf(FfxFloat16x3 d, FfxFloat16x3 s)
-{
- return FFX_TO_FLOAT16X3(FFX_TO_UINT16X3(d) | (FFX_TO_UINT16X3(s) & FFX_BROADCAST_UINT16X3(0x8000u)));
-}
-
-/// Copy the sign bit from 's' to positive 'd'.
-///
-/// @param [in] d The value to copy the sign bit into.
-/// @param [in] s The value to copy the sign bit from.
-///
-/// @returns
-/// The value of d with the sign bit from s.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxCopySignBitHalf(FfxFloat16x4 d, FfxFloat16x4 s)
-{
- return FFX_TO_FLOAT16X4(FFX_TO_UINT16X4(d) | (FFX_TO_UINT16X4(s) & FFX_BROADCAST_UINT16X4(0x8000u)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxIsSignedHalf(FfxFloat16 m)
-{
- return FfxFloat16(ffxSaturate(m * FFX_BROADCAST_FLOAT16(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxIsSignedHalf(FfxFloat16x2 m)
-{
- return FfxFloat16x2(ffxSaturate(m * FFX_BROADCAST_FLOAT16X2(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxIsSignedHalf(FfxFloat16x3 m)
-{
- return FfxFloat16x3(ffxSaturate(m * FFX_BROADCAST_FLOAT16X3(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 0
-/// m >= 0 := 0
-/// m < 0 := 1
-///
-/// Uses the following useful floating point logic,
-/// saturate(+a*(-INF)==-INF) := 0
-/// saturate( 0*(-INF)== NaN) := 0
-/// saturate(-a*(-INF)==+INF) := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against 0.
-///
-/// @returns
-/// 1.0 when the value is negative, or 0.0 when the value is 0 or position.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxIsSignedHalf(FfxFloat16x4 m)
-{
- return FfxFloat16x4(ffxSaturate(m * FFX_BROADCAST_FLOAT16X4(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxIsGreaterThanZeroHalf(FfxFloat16 m)
-{
- return FfxFloat16(ffxSaturate(m * FFX_BROADCAST_FLOAT16(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxIsGreaterThanZeroHalf(FfxFloat16x2 m)
-{
- return FfxFloat16x2(ffxSaturate(m * FFX_BROADCAST_FLOAT16X2(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxIsGreaterThanZeroHalf(FfxFloat16x3 m)
-{
- return FfxFloat16x3(ffxSaturate(m * FFX_BROADCAST_FLOAT16X3(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// A single operation to return the following:
-/// m = NaN := 1
-/// m > 0 := 0
-/// m <= 0 := 1
-///
-/// This function is useful when creating masks for branch-free logic.
-///
-/// @param [in] m The value to test against zero.
-///
-/// @returns
-/// 1.0 when the value is position, or 0.0 when the value is 0 or negative.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxIsGreaterThanZeroHalf(FfxFloat16x4 m)
-{
- return FfxFloat16x4(ffxSaturate(m * FFX_BROADCAST_FLOAT16X4(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// Convert a 16bit floating point value to sortable integer.
-///
-/// - If sign bit=0, flip the sign bit (positives).
-/// - If sign bit=1, flip all bits (negatives).
-///
-/// The function has the side effects that:
-/// - Larger integers are more positive values.
-/// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-///
-/// @param [in] x The floating point value to make sortable.
-///
-/// @returns
-/// The sortable integer value.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxFloatToSortableIntegerHalf(FfxUInt16 x)
-{
- return x ^ ((ffxBitShiftRightHalf(x, FFX_BROADCAST_UINT16(15))) | FFX_BROADCAST_UINT16(0x8000));
-}
-
-/// Convert a sortable integer to a 16bit floating point value.
-///
-/// The function has the side effects that:
-/// - If sign bit=1, flip the sign bit (positives).
-/// - If sign bit=0, flip all bits (negatives).
-///
-/// @param [in] x The sortable integer value to make floating point.
-///
-/// @returns
-/// The floating point value.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxSortableIntegerToFloatHalf(FfxUInt16 x)
-{
- return x ^ ((~ffxBitShiftRightHalf(x, FFX_BROADCAST_UINT16(15))) | FFX_BROADCAST_UINT16(0x8000));
-}
-
-/// Convert a pair of 16bit floating point values to a pair of sortable integers.
-///
-/// - If sign bit=0, flip the sign bit (positives).
-/// - If sign bit=1, flip all bits (negatives).
-///
-/// The function has the side effects that:
-/// - Larger integers are more positive values.
-/// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
-///
-/// @param [in] x The floating point values to make sortable.
-///
-/// @returns
-/// The sortable integer values.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxFloatToSortableIntegerHalf(FfxUInt16x2 x)
-{
- return x ^ ((ffxBitShiftRightHalf(x, FFX_BROADCAST_UINT16X2(15))) | FFX_BROADCAST_UINT16X2(0x8000));
-}
-
-/// Convert a pair of sortable integers to a pair of 16bit floating point values.
-///
-/// The function has the side effects that:
-/// - If sign bit=1, flip the sign bit (positives).
-/// - If sign bit=0, flip all bits (negatives).
-///
-/// @param [in] x The sortable integer values to make floating point.
-///
-/// @returns
-/// The floating point values.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxSortableIntegerToFloatHalf(FfxUInt16x2 x)
-{
- return x ^ ((~ffxBitShiftRightHalf(x, FFX_BROADCAST_UINT16X2(15))) | FFX_BROADCAST_UINT16X2(0x8000));
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// [Zero] Y0 [Zero] X0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesZeroY0ZeroX0(FfxUInt32x2 i)
-{
- return ((i.x) & 0xffu) | ((i.y << 16) & 0xff0000u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// [Zero] Y1 [Zero] X1
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesZeroY1ZeroX1(FfxUInt32x2 i)
-{
- return ((i.x >> 8) & 0xffu) | ((i.y << 8) & 0xff0000u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// [Zero] Y2 [Zero] X2
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesZeroY2ZeroX2(FfxUInt32x2 i)
-{
- return ((i.x >> 16) & 0xffu) | ((i.y) & 0xff0000u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// [Zero] Y3 [Zero] X3
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesZeroY3ZeroX3(FfxUInt32x2 i)
-{
- return ((i.x >> 24) & 0xffu) | ((i.y >> 8) & 0xff0000u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 Y2 Y1 X0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3Y2Y1X0(FfxUInt32x2 i)
-{
- return ((i.x) & 0x000000ffu) | (i.y & 0xffffff00u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 Y2 Y1 X2
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3Y2Y1X2(FfxUInt32x2 i)
-{
- return ((i.x >> 16) & 0x000000ffu) | (i.y & 0xffffff00u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 Y2 X0 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3Y2X0Y0(FfxUInt32x2 i)
-{
- return ((i.x << 8) & 0x0000ff00u) | (i.y & 0xffff00ffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 Y2 X2 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3Y2X2Y0(FfxUInt32x2 i)
-{
- return ((i.x >> 8) & 0x0000ff00u) | (i.y & 0xffff00ffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 X0 Y1 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3X0Y1Y0(FfxUInt32x2 i)
-{
- return ((i.x << 16) & 0x00ff0000u) | (i.y & 0xff00ffffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y3 X2 Y1 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY3X2Y1Y0(FfxUInt32x2 i)
-{
- return ((i.x) & 0x00ff0000u) | (i.y & 0xff00ffffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// X0 Y2 Y1 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesX0Y2Y1Y0(FfxUInt32x2 i)
-{
- return ((i.x << 24) & 0xff000000u) | (i.y & 0x00ffffffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// X2 Y2 Y1 Y0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesX2Y2Y1Y0(FfxUInt32x2 i)
-{
- return ((i.x << 8) & 0xff000000u) | (i.y & 0x00ffffffu);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y2 X2 Y0 X0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY2X2Y0X0(FfxUInt32x2 i)
-{
- return ((i.x) & 0x00ff00ffu) | ((i.y << 8) & 0xff00ff00u);
-}
-
-/// Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer.
-///
-/// The resulting integer will contain bytes in the following order, from most to least significant:
-/// Y2 Y0 X2 X0
-///
-/// @param [in] i The integer pair to pack.
-///
-/// @returns
-/// The packed integer value.
-///
-/// @ingroup GPUCore
-FfxUInt32 ffxPackBytesY2Y0X2X0(FfxUInt32x2 i)
-{
- return (((i.x) & 0xffu) | ((i.x >> 8) & 0xff00u) | ((i.y << 16) & 0xff0000u) | ((i.y << 8) & 0xff000000u));
-}
-
-/// Takes two Float16x2 values x and y, normalizes them and builds a single Uint16x2 value in the format {{x0,y0},{x1,y1}}.
-///
-/// @param [in] x The first float16x2 value to pack.
-/// @param [in] y The second float16x2 value to pack.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxPackX0Y0X1Y1UnsignedToUint16x2(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- x *= FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0);
- y *= FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0);
- return FFX_UINT32_TO_UINT16X2(ffxPackBytesY2X2Y0X0(FfxUInt32x2(FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(x)), FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(y)))));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[0:7],
-/// d.y[0:7] into r.y[0:7], i.x[8:15] into r.x[8:15], r.y[8:15] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// r=ffxPermuteUByte0Float16x2ToUint2(d,i)
-/// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-/// Where 'k1' is an SGPR with 0x????
-/// Where 'k2' is an SGPR with 0x????
-/// V_PK_FMA_F16 i,i,k0.x,0
-/// V_PERM_B32 r.x,i,i,k1
-/// V_PERM_B32 r.y,i,i,k2
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteUByte0Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3Y2Y1X0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2Y1X2(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[8:15],
-/// d.y[0:7] into r.y[8:15], i.x[0:7] into r.x[0:7], r.y[0:7] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// r=ffxPermuteUByte1Float16x2ToUint2(d,i)
-/// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-/// Where 'k1' is an SGPR with 0x????
-/// Where 'k2' is an SGPR with 0x????
-/// V_PK_FMA_F16 i,i,k0.x,0
-/// V_PERM_B32 r.x,i,i,k1
-/// V_PERM_B32 r.y,i,i,k2
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteUByte1Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3Y2X0Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2X2Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[16:23],
-/// d.y[0:7] into r.y[16:23], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[8:15] into r.x[24:31], r.y[24:31] using 3 ops.
-///
-/// r=ffxPermuteUByte2Float16x2ToUint2(d,i)
-/// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-/// Where 'k1' is an SGPR with 0x????
-/// Where 'k2' is an SGPR with 0x????
-/// V_PK_FMA_F16 i,i,k0.x,0
-/// V_PERM_B32 r.x,i,i,k1
-/// V_PERM_B32 r.y,i,i,k2
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteUByte2Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3X0Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3X2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[24:31],
-/// d.y[0:7] into r.y[24:31], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[0:7] into r.x[16:23], r.y[16:23] using 3 ops.
-///
-/// r=ffxPermuteUByte3Float16x2ToUint2(d,i)
-/// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
-/// Where 'k1' is an SGPR with 0x????
-/// Where 'k2' is an SGPR with 0x????
-/// V_PK_FMA_F16 i,i,k0.x,0
-/// V_PERM_B32 r.x,i,i,k1
-/// V_PERM_B32 r.y,i,i,k2
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteUByte3Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesX0Y2Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesX2Y2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[0:7] into r.x[0:7] and i.y[0:7] into r.y[0:7] using 2 ops.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteUByte0Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY0ZeroX0(i))) * FFX_BROADCAST_FLOAT16X2(32768.0);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[8:15] into r.x[0:7] and i.y[8:15] into r.y[0:7] using 2 ops.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteUByte1Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY1ZeroX1(i))) * FFX_BROADCAST_FLOAT16X2(32768.0);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[16:23] into r.x[0:7] and i.y[16:23] into r.y[0:7] using 2 ops.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteUByte2Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY2ZeroX2(i))) * FFX_BROADCAST_FLOAT16X2(32768.0);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[24:31] into r.x[0:7] and i.y[24:31] into r.y[0:7] using 2 ops.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteUByte3Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY3ZeroX3(i))) * FFX_BROADCAST_FLOAT16X2(32768.0);
-}
-
-/// Takes two Float16x2 values x and y, normalizes them and builds a single Uint16x2 value in the format {{x0,y0},{x1,y1}}.
-///
-/// @param [in] x The first float16x2 value to pack.
-/// @param [in] y The second float16x2 value to pack.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxPackX0Y0X1Y1SignedToUint16x2(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- x = x * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0);
- y = y * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0);
- return FFX_UINT32_TO_UINT16X2(ffxPackBytesY2X2Y0X0(FfxUInt32x2(FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(x)), FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(y)))));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[0:7],
-/// d.y[0:7] into r.y[0:7], i.x[8:15] into r.x[8:15], r.y[8:15] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteSByte0Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3Y2Y1X0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2Y1X2(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[8:15],
-/// d.y[0:7] into r.y[8:15], i.x[0:7] into r.x[0:7], r.y[0:7] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteSByte1Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3Y2X0Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2X2Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[16:23],
-/// d.y[0:7] into r.y[16:23], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[8:15] into r.x[24:31], r.y[24:31] using 3 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteSByte2Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesY3X0Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3X2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[24:31],
-/// d.y[0:7] into r.y[24:31], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[0:7] into r.x[16:23], r.y[16:23] using 3 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteSByte3Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0)));
- return FfxUInt32x2(ffxPackBytesX0Y2Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesX2Y2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[0:7],
-/// d.y[0:7] into r.y[0:7], i.x[8:15] into r.x[8:15], r.y[8:15] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// Zero-based flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-/// This is useful if there is a desire for cleared values to decode as zero.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteZeroBasedSByte0Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0))) ^ 0x00800080u;
- return FfxUInt32x2(ffxPackBytesY3Y2Y1X0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2Y1X2(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[8:15],
-/// d.y[0:7] into r.y[8:15], i.x[0:7] into r.x[0:7], r.y[0:7] and i.y[0:15] into r.x[16:31], r.y[16:31] using 3 ops.
-///
-/// Zero-based flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-/// This is useful if there is a desire for cleared values to decode as zero.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteZeroBasedSByte1Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0))) ^ 0x00800080u;
- return FfxUInt32x2(ffxPackBytesY3Y2X0Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3Y2X2Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[16:23],
-/// d.y[0:7] into r.y[16:23], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[8:15] into r.x[24:31], r.y[24:31] using 3 ops.
-///
-/// Zero-based flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-/// This is useful if there is a desire for cleared values to decode as zero.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteZeroBasedSByte2Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0))) ^ 0x00800080u;
- return FfxUInt32x2(ffxPackBytesY3X0Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesY3X2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value d, Float16x2 value i and a resulting FfxUInt32x2 value r, this function packs d.x[0:7] into r.x[24:31],
-/// d.y[0:7] into r.y[24:31], i.x[0:15] into r.x[0:15], r.y[0:15] and i.y[0:7] into r.x[16:23], r.y[16:23] using 3 ops.
-///
-/// Zero-based flips the MSB bit of the byte (making 128 "exact zero" actually zero).
-/// This is useful if there is a desire for cleared values to decode as zero.
-///
-/// Handles signed byte values.
-///
-/// @param [in] d The FfxUInt32x2 value to be packed.
-/// @param [in] i The FfxFloat16x2 value to be packed.
-///
-/// @returns
-/// The packed FfxUInt32x2 value.
-///
-/// @ingroup GPUCore
-FfxUInt32x2 ffxPermuteZeroBasedSByte3Float16x2ToUint2(FfxUInt32x2 d, FfxFloat16x2 i)
-{
- FfxUInt32 b = FFX_UINT16X2_TO_UINT32(FFX_TO_UINT16X2(i * FFX_BROADCAST_FLOAT16X2(1.0 / 32768.0) + FFX_BROADCAST_FLOAT16X2(0.25 / 32768.0))) ^ 0x00800080u;
- return FfxUInt32x2(ffxPackBytesX0Y2Y1Y0(FfxUInt32x2(d.x, b)), ffxPackBytesX2Y2Y1Y0(FfxUInt32x2(d.y, b)));
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[0:7] into r.x[0:7] and i.y[0:7] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteSByte0Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY0ZeroX0(i))) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[8:15] into r.x[0:7] and i.y[8:15] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteSByte1Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY1ZeroX1(i))) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[16:23] into r.x[0:7] and i.y[16:23] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteSByte2Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY2ZeroX2(i))) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[24:31] into r.x[0:7] and i.y[24:31] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteSByte3Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY3ZeroX3(i))) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[0:7] into r.x[0:7] and i.y[0:7] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteZeroBasedSByte0Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY0ZeroX0(i) ^ 0x00800080u)) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[8:15] into r.x[0:7] and i.y[8:15] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteZeroBasedSByte1Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY1ZeroX1(i) ^ 0x00800080u)) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[16:23] into r.x[0:7] and i.y[16:23] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteZeroBasedSByte2Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY2ZeroX2(i) ^ 0x00800080u)) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Given a FfxUInt32x2 value i and a resulting Float16x2 value r, this function packs i.x[24:31] into r.x[0:7] and i.y[24:31] into r.y[0:7] using 2 ops.
-///
-/// Handles signed byte values.
-///
-/// @param [in] i The FfxUInt32x2 value to be unpacked.
-///
-/// @returns
-/// The unpacked FfxFloat16x2.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxPermuteZeroBasedSByte3Uint2ToFloat16x2(FfxUInt32x2 i)
-{
- return FFX_TO_FLOAT16X2(FFX_UINT32_TO_UINT16X2(ffxPackBytesZeroY3ZeroX3(i) ^ 0x00800080u)) * FFX_BROADCAST_FLOAT16X2(32768.0) - FFX_BROADCAST_FLOAT16X2(0.25);
-}
-
-/// Calculate a half-precision low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxApproximateSqrtHalf(FfxFloat16 a)
-{
- return FFX_TO_FLOAT16((FFX_TO_UINT16(a) >> FFX_BROADCAST_UINT16(1)) + FFX_BROADCAST_UINT16(0x1de2));
-}
-
-/// Calculate a half-precision low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxApproximateSqrtHalf(FfxFloat16x2 a)
-{
- return FFX_TO_FLOAT16X2((FFX_TO_UINT16X2(a) >> FFX_BROADCAST_UINT16X2(1)) + FFX_BROADCAST_UINT16X2(0x1de2));
-}
-
-/// Calculate a half-precision low-quality approximation for the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the square root for.
-///
-/// @returns
-/// An approximation of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxApproximateSqrtHalf(FfxFloat16x3 a)
-{
- return FFX_TO_FLOAT16X3((FFX_TO_UINT16X3(a) >> FFX_BROADCAST_UINT16X3(1)) + FFX_BROADCAST_UINT16X3(0x1de2));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxApproximateReciprocalHalf(FfxFloat16 a)
-{
- return FFX_TO_FLOAT16(FFX_BROADCAST_UINT16(0x7784) - FFX_TO_UINT16(a));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxApproximateReciprocalHalf(FfxFloat16x2 a)
-{
- return FFX_TO_FLOAT16X2(FFX_BROADCAST_UINT16X2(0x7784) - FFX_TO_UINT16X2(a));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxApproximateReciprocalHalf(FfxFloat16x3 a)
-{
- return FFX_TO_FLOAT16X3(FFX_BROADCAST_UINT16X3(0x7784) - FFX_TO_UINT16X3(a));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxApproximateReciprocalHalf(FfxFloat16x4 a)
-{
- return FFX_TO_FLOAT16X4(FFX_BROADCAST_UINT16X4(0x7784) - FFX_TO_UINT16X4(a));
-}
-
-/// Calculate a half-precision medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxApproximateReciprocalMediumHalf(FfxFloat16 a)
-{
- FfxFloat16 b = FFX_TO_FLOAT16(FFX_BROADCAST_UINT16(0x778d) - FFX_TO_UINT16(a));
- return b * (-b * a + FFX_BROADCAST_FLOAT16(2.0));
-}
-
-/// Calculate a half-precision medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxApproximateReciprocalMediumHalf(FfxFloat16x2 a)
-{
- FfxFloat16x2 b = FFX_TO_FLOAT16X2(FFX_BROADCAST_UINT16X2(0x778d) - FFX_TO_UINT16X2(a));
- return b * (-b * a + FFX_BROADCAST_FLOAT16X2(2.0));
-}
-
-/// Calculate a half-precision medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxApproximateReciprocalMediumHalf(FfxFloat16x3 a)
-{
- FfxFloat16x3 b = FFX_TO_FLOAT16X3(FFX_BROADCAST_UINT16X3(0x778d) - FFX_TO_UINT16X3(a));
- return b * (-b * a + FFX_BROADCAST_FLOAT16X3(2.0));
-}
-
-/// Calculate a half-precision medium-quality approximation for the reciprocal of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal for.
-///
-/// @returns
-/// An approximation of the reciprocal, estimated to medium quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxApproximateReciprocalMediumHalf(FfxFloat16x4 a)
-{
- FfxFloat16x4 b = FFX_TO_FLOAT16X4(FFX_BROADCAST_UINT16X4(0x778d) - FFX_TO_UINT16X4(a));
- return b * (-b * a + FFX_BROADCAST_FLOAT16X4(2.0));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal of the square root for.
-///
-/// @returns
-/// An approximation of the reciprocal of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxApproximateReciprocalSquareRootHalf(FfxFloat16 a)
-{
- return FFX_TO_FLOAT16(FFX_BROADCAST_UINT16(0x59a3) - (FFX_TO_UINT16(a) >> FFX_BROADCAST_UINT16(1)));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal of the square root for.
-///
-/// @returns
-/// An approximation of the reciprocal of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxApproximateReciprocalSquareRootHalf(FfxFloat16x2 a)
-{
- return FFX_TO_FLOAT16X2(FFX_BROADCAST_UINT16X2(0x59a3) - (FFX_TO_UINT16X2(a) >> FFX_BROADCAST_UINT16X2(1)));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal of the square root for.
-///
-/// @returns
-/// An approximation of the reciprocal of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxApproximateReciprocalSquareRootHalf(FfxFloat16x3 a)
-{
- return FFX_TO_FLOAT16X3(FFX_BROADCAST_UINT16X3(0x59a3) - (FFX_TO_UINT16X3(a) >> FFX_BROADCAST_UINT16X3(1)));
-}
-
-/// Calculate a half-precision low-quality approximation for the reciprocal of the square root of a value.
-///
-/// For additional information on the approximation family of functions, you can refer to Michal Drobot's excellent
-/// presentation materials:
-///
-/// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
-/// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
-///
-/// @param [in] a The value to calculate an approximate to the reciprocal of the square root for.
-///
-/// @returns
-/// An approximation of the reciprocal of the square root, estimated to low quality.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxApproximateReciprocalSquareRootHalf(FfxFloat16x4 a)
-{
- return FFX_TO_FLOAT16X4(FFX_BROADCAST_UINT16X4(0x59a3) - (FFX_TO_UINT16X4(a) >> FFX_BROADCAST_UINT16X4(1)));
-}
-
-/// An approximation of sine.
-///
-/// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-/// is {-1/4 to 1/4} representing {-1 to 1}.
-///
-/// @param [in] x The value to calculate approximate sine for.
-///
-/// @returns
-/// The approximate sine of value.
-FfxFloat16 ffxParabolicSinHalf(FfxFloat16 x)
-{
- return x * abs(x) - x;
-}
-
-/// An approximation of sine.
-///
-/// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-/// is {-1/4 to 1/4} representing {-1 to 1}.
-///
-/// @param [in] x The value to calculate approximate sine for.
-///
-/// @returns
-/// The approximate sine of value.
-FfxFloat16x2 ffxParabolicSinHalf(FfxFloat16x2 x)
-{
- return x * abs(x) - x;
-}
-
-/// An approximation of cosine.
-///
-/// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-/// is {-1/4 to 1/4} representing {-1 to 1}.
-///
-/// @param [in] x The value to calculate approximate cosine for.
-///
-/// @returns
-/// The approximate cosine of value.
-FfxFloat16 ffxParabolicCosHalf(FfxFloat16 x)
-{
- x = ffxFract(x * FFX_BROADCAST_FLOAT16(0.5) + FFX_BROADCAST_FLOAT16(0.75));
- x = x * FFX_BROADCAST_FLOAT16(2.0) - FFX_BROADCAST_FLOAT16(1.0);
- return ffxParabolicSinHalf(x);
-}
-
-/// An approximation of cosine.
-///
-/// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-/// is {-1/4 to 1/4} representing {-1 to 1}.
-///
-/// @param [in] x The value to calculate approximate cosine for.
-///
-/// @returns
-/// The approximate cosine of value.
-FfxFloat16x2 ffxParabolicCosHalf(FfxFloat16x2 x)
-{
- x = ffxFract(x * FFX_BROADCAST_FLOAT16X2(0.5) + FFX_BROADCAST_FLOAT16X2(0.75));
- x = x * FFX_BROADCAST_FLOAT16X2(2.0) - FFX_BROADCAST_FLOAT16X2(1.0);
- return ffxParabolicSinHalf(x);
-}
-
-/// An approximation of both sine and cosine.
-///
-/// Valid input range is {-1 to 1} representing {0 to 2 pi}, and the output range
-/// is {-1/4 to 1/4} representing {-1 to 1}.
-///
-/// @param [in] x The value to calculate approximate cosine for.
-///
-/// @returns
-/// A FfxFloat32x2 containing approximations of both sine and cosine of value.
-FfxFloat16x2 ffxParabolicSinCosHalf(FfxFloat16 x)
-{
- FfxFloat16 y = ffxFract(x * FFX_BROADCAST_FLOAT16(0.5) + FFX_BROADCAST_FLOAT16(0.75));
- y = y * FFX_BROADCAST_FLOAT16(2.0) - FFX_BROADCAST_FLOAT16(1.0);
- return ffxParabolicSinHalf(FfxFloat16x2(x, y));
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxZeroOneAndHalf(FfxUInt16 x, FfxUInt16 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxZeroOneAndHalf(FfxUInt16x2 x, FfxUInt16x2 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxZeroOneAndHalf(FfxUInt16x3 x, FfxUInt16x3 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxZeroOneAndHalf(FfxUInt16x4 x, FfxUInt16x4 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-/// @param [in] y The second value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxZeroOneNotHalf(FfxUInt16 x)
-{
- return x ^ FFX_BROADCAST_UINT16(1);
-}
-
-/// Conditional free logic NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-/// @param [in] y The second value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxZeroOneNotHalf(FfxUInt16x2 x)
-{
- return x ^ FFX_BROADCAST_UINT16X2(1);
-}
-
-/// Conditional free logic NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-/// @param [in] y The second value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxZeroOneNotHalf(FfxUInt16x3 x)
-{
- return x ^ FFX_BROADCAST_UINT16X3(1);
-}
-
-/// Conditional free logic NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the NOT operator.
-/// @param [in] y The second value to be fed into the NOT operator.
-///
-/// @returns
-/// Result of the NOT operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxZeroOneNotHalf(FfxUInt16x4 x)
-{
- return x ^ FFX_BROADCAST_UINT16X4(1);
-}
-
-/// Conditional free logic OR operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxZeroOneOrHalf(FfxUInt16 x, FfxUInt16 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxZeroOneOrHalf(FfxUInt16x2 x, FfxUInt16x2 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxZeroOneOrHalf(FfxUInt16x3 x, FfxUInt16x3 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxZeroOneOrHalf(FfxUInt16x4 x, FfxUInt16x4 y)
-{
- return max(x, y);
-}
-
-/// Convert a half-precision FfxFloat32 value between 0.0f and 1.0f to a half-precision Uint.
-///
-/// @param [in] x The value to converted to a Uint.
-///
-/// @returns
-/// The converted Uint value.
-///
-/// @ingroup GPUCore
-FfxUInt16 ffxZeroOneFloat16ToUint16(FfxFloat16 x)
-{
- return FFX_TO_UINT16(x * FFX_TO_FLOAT16(FFX_TO_UINT16(1)));
-}
-
-/// Convert a half-precision FfxFloat32 value between 0.0f and 1.0f to a half-precision Uint.
-///
-/// @param [in] x The value to converted to a Uint.
-///
-/// @returns
-/// The converted Uint value.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxZeroOneFloat16x2ToUint16x2(FfxFloat16x2 x)
-{
- return FFX_TO_UINT16X2(x * FFX_TO_FLOAT16X2(FfxUInt16x2(1, 1)));
-}
-
-/// Convert a half-precision FfxFloat32 value between 0.0f and 1.0f to a half-precision Uint.
-///
-/// @param [in] x The value to converted to a Uint.
-///
-/// @returns
-/// The converted Uint value.
-///
-/// @ingroup GPUCore
-FfxUInt16x3 ffxZeroOneFloat16x3ToUint16x3(FfxFloat16x3 x)
-{
- return FFX_TO_UINT16X3(x * FFX_TO_FLOAT16X3(FfxUInt16x3(1, 1, 1)));
-}
-
-/// Convert a half-precision FfxFloat32 value between 0.0f and 1.0f to a half-precision Uint.
-///
-/// @param [in] x The value to converted to a Uint.
-///
-/// @returns
-/// The converted Uint value.
-///
-/// @ingroup GPUCore
-FfxUInt16x4 ffxZeroOneFloat16x4ToUint16x4(FfxFloat16x4 x)
-{
- return FFX_TO_UINT16X4(x * FFX_TO_FLOAT16X4(FfxUInt16x4(1, 1, 1, 1)));
-}
-
-/// Convert a half-precision FfxUInt32 value between 0 and 1 to a half-precision FfxFloat32.
-///
-/// @param [in] x The value to converted to a half-precision FfxFloat32.
-///
-/// @returns
-/// The converted half-precision FfxFloat32 value.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneUint16ToFloat16(FfxUInt16 x)
-{
- return FFX_TO_FLOAT16(x * FFX_TO_UINT16(FFX_TO_FLOAT16(1.0)));
-}
-
-/// Convert a half-precision FfxUInt32 value between 0 and 1 to a half-precision FfxFloat32.
-///
-/// @param [in] x The value to converted to a half-precision FfxFloat32.
-///
-/// @returns
-/// The converted half-precision FfxFloat32 value.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneUint16x2ToFloat16x2(FfxUInt16x2 x)
-{
- return FFX_TO_FLOAT16X2(x * FFX_TO_UINT16X2(FfxUInt16x2(FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0))));
-}
-
-/// Convert a half-precision FfxUInt32 value between 0 and 1 to a half-precision FfxFloat32.
-///
-/// @param [in] x The value to converted to a half-precision FfxFloat32.
-///
-/// @returns
-/// The converted half-precision FfxFloat32 value.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneUint16x3ToFloat16x3(FfxUInt16x3 x)
-{
- return FFX_TO_FLOAT16X3(x * FFX_TO_UINT16X3(FfxUInt16x3(FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0))));
-}
-
-/// Convert a half-precision FfxUInt32 value between 0 and 1 to a half-precision FfxFloat32.
-///
-/// @param [in] x The value to converted to a half-precision FfxFloat32.
-///
-/// @returns
-/// The converted half-precision FfxFloat32 value.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneUint16x4ToFloat16x4(FfxUInt16x4 x)
-{
- return FFX_TO_FLOAT16X4(x * FFX_TO_UINT16X4(FfxUInt16x4(FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0), FFX_TO_FLOAT16(1.0))));
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneAndHalf(FfxFloat16 x, FfxFloat16 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneAndHalf(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneAndHalf(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-///
-/// @returns
-/// Result of the AND operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneAndHalf(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return min(x, y);
-}
-
-/// Conditional free logic AND NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND NOT operator.
-/// @param [in] y The second value to be fed into the AND NOT operator.
-///
-/// @returns
-/// Result of the AND NOT operation.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxSignedZeroOneAndOrHalf(FfxFloat16 x, FfxFloat16 y)
-{
- return (-x) * y + FFX_BROADCAST_FLOAT16(1.0);
-}
-
-/// Conditional free logic AND NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND NOT operator.
-/// @param [in] y The second value to be fed into the AND NOT operator.
-///
-/// @returns
-/// Result of the AND NOT operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxSignedZeroOneAndOrHalf(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return (-x) * y + FFX_BROADCAST_FLOAT16X2(1.0);
-}
-
-/// Conditional free logic AND NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND NOT operator.
-/// @param [in] y The second value to be fed into the AND NOT operator.
-///
-/// @returns
-/// Result of the AND NOT operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxSignedZeroOneAndOrHalf(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return (-x) * y + FFX_BROADCAST_FLOAT16X3(1.0);
-}
-
-/// Conditional free logic AND NOT operation using two half-precision values.
-///
-/// @param [in] x The first value to be fed into the AND NOT operator.
-/// @param [in] y The second value to be fed into the AND NOT operator.
-///
-/// @returns
-/// Result of the AND NOT operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxSignedZeroOneAndOrHalf(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return (-x) * y + FFX_BROADCAST_FLOAT16X4(1.0);
-}
-
-/// Conditional free logic AND operation using two half-precision values followed by
-/// a NOT operation using the resulting value and a third half-precision value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneAndOrHalf(FfxFloat16 x, FfxFloat16 y, FfxFloat16 z)
-{
- return FfxFloat16(ffxSaturate(x * y + z));
-}
-
-/// Conditional free logic AND operation using two half-precision values followed by
-/// a NOT operation using the resulting value and a third half-precision value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneAndOrHalf(FfxFloat16x2 x, FfxFloat16x2 y, FfxFloat16x2 z)
-{
- return FfxFloat16x2(ffxSaturate(x * y + z));
-}
-
-/// Conditional free logic AND operation using two half-precision values followed by
-/// a NOT operation using the resulting value and a third half-precision value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneAndOrHalf(FfxFloat16x3 x, FfxFloat16x3 y, FfxFloat16x3 z)
-{
- return FfxFloat16x3(ffxSaturate(x * y + z));
-}
-
-/// Conditional free logic AND operation using two half-precision values followed by
-/// a NOT operation using the resulting value and a third half-precision value.
-///
-/// @param [in] x The first value to be fed into the AND operator.
-/// @param [in] y The second value to be fed into the AND operator.
-/// @param [in] z The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneAndOrHalf(FfxFloat16x4 x, FfxFloat16x4 y, FfxFloat16x4 z)
-{
- return FfxFloat16x4(ffxSaturate(x * y + z));
-}
-
-/// Given a half-precision value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneIsGreaterThanZeroHalf(FfxFloat16 x)
-{
- return FfxFloat16(ffxSaturate(x * FFX_BROADCAST_FLOAT16(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneIsGreaterThanZeroHalf(FfxFloat16x2 x)
-{
- return FfxFloat16x2(ffxSaturate(x * FFX_BROADCAST_FLOAT16X2(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneIsGreaterThanZeroHalf(FfxFloat16x3 x)
-{
- return FfxFloat16x3(ffxSaturate(x * FFX_BROADCAST_FLOAT16X3(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if greater than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the greater than zero comparison.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneIsGreaterThanZeroHalf(FfxFloat16x4 x)
-{
- return FfxFloat16x4(ffxSaturate(x * FFX_BROADCAST_FLOAT16X4(FFX_POSITIVE_INFINITY_HALF)));
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneNotHalf(FfxFloat16 x)
-{
- return FFX_BROADCAST_FLOAT16(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneNotHalf(FfxFloat16x2 x)
-{
- return FFX_BROADCAST_FLOAT16X2(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneNotHalf(FfxFloat16x3 x)
-{
- return FFX_BROADCAST_FLOAT16X3(1.0) - x;
-}
-
-/// Conditional free logic signed NOT operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the AND OR operator.
-///
-/// @returns
-/// Result of the AND OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneNotHalf(FfxFloat16x4 x)
-{
- return FFX_BROADCAST_FLOAT16X4(1.0) - x;
-}
-
-/// Conditional free logic OR operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneOrHalf(FfxFloat16 x, FfxFloat16 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneOrHalf(FfxFloat16x2 x, FfxFloat16x2 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneOrHalf(FfxFloat16x3 x, FfxFloat16x3 y)
-{
- return max(x, y);
-}
-
-/// Conditional free logic OR operation using two half-precision FfxFloat32 values.
-///
-/// @param [in] x The first value to be fed into the OR operator.
-/// @param [in] y The second value to be fed into the OR operator.
-///
-/// @returns
-/// Result of the OR operation.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneOrHalf(FfxFloat16x4 x, FfxFloat16x4 y)
-{
- return max(x, y);
-}
-
-/// Choose between two half-precision FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneSelectHalf(FfxFloat16 x, FfxFloat16 y, FfxFloat16 z)
-{
- FfxFloat16 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two half-precision FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneSelectHalf(FfxFloat16x2 x, FfxFloat16x2 y, FfxFloat16x2 z)
-{
- FfxFloat16x2 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two half-precision FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneSelectHalf(FfxFloat16x3 x, FfxFloat16x3 y, FfxFloat16x3 z)
-{
- FfxFloat16x3 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Choose between two half-precision FfxFloat32 values if the first paramter is greater than zero.
-///
-/// @param [in] x The value to compare against zero.
-/// @param [in] y The value to return if the comparision is greater than zero.
-/// @param [in] z The value to return if the comparision is less than or equal to zero.
-///
-/// @returns
-/// The selected value.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneSelectHalf(FfxFloat16x4 x, FfxFloat16x4 y, FfxFloat16x4 z)
-{
- FfxFloat16x4 r = (-x) * z + z;
- return x * y + r;
-}
-
-/// Given a half-precision value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxZeroOneIsSignedHalf(FfxFloat16 x)
-{
- return FfxFloat16(ffxSaturate(x * FFX_BROADCAST_FLOAT16(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxZeroOneIsSignedHalf(FfxFloat16x2 x)
-{
- return FfxFloat16x2(ffxSaturate(x * FFX_BROADCAST_FLOAT16X2(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxZeroOneIsSignedHalf(FfxFloat16x3 x)
-{
- return FfxFloat16x3(ffxSaturate(x * FFX_BROADCAST_FLOAT16X3(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// Given a half-precision value, returns 1.0 if less than zero and 0.0 if not.
-///
-/// @param [in] x The value to be compared.
-///
-/// @returns
-/// Result of the sign value.
-///
-/// @ingroup GPUCore
-FfxFloat16x4 ffxZeroOneIsSignedHalf(FfxFloat16x4 x)
-{
- return FfxFloat16x4(ffxSaturate(x * FFX_BROADCAST_FLOAT16X4(FFX_NEGATIVE_INFINITY_HALF)));
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] c The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in Rec.709 space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxRec709FromLinearHalf(FfxFloat16 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.099, -0.099);
- return clamp(j.x, c * j.y, pow(c, j.z) * k.x + k.y);
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] c The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in Rec.709 space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxRec709FromLinearHalf(FfxFloat16x2 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.099, -0.099);
- return clamp(j.xx, c * j.yy, pow(c, j.zz) * k.xx + k.yy);
-}
-
-/// Compute a Rec.709 color space.
-///
-/// Rec.709 is used for some HDTVs.
-///
-/// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
-/// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
-/// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
-///
-/// @param [in] c The color to convert to Rec. 709.
-///
-/// @returns
-/// The color in Rec.709 space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxRec709FromLinearHalf(FfxFloat16x3 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.018 * 4.5, 4.5, 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.099, -0.099);
- return clamp(j.xxx, c * j.yyy, pow(c, j.zzz) * k.xxx + k.yyy);
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGammaHalf.
-///
-/// @param [in] c The value to convert to gamma space from linear.
-/// @param [in] rcpX The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxGammaFromLinearHalf(FfxFloat16 c, FfxFloat16 rcpX)
-{
- return pow(c, FFX_BROADCAST_FLOAT16(rcpX));
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGammaHalf.
-///
-/// @param [in] c The value to convert to gamma space from linear.
-/// @param [in] rcpX The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxGammaFromLinearHalf(FfxFloat16x2 c, FfxFloat16 rcpX)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X2(rcpX));
-}
-
-/// Compute a gamma value from a linear value.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// Note: 'rcpX' is '1/x', where the 'x' is what would be used in ffxLinearFromGammaHalf.
-///
-/// @param [in] c The value to convert to gamma space from linear.
-/// @param [in] rcpX The reciprocal of power value used for the gamma curve.
-///
-/// @returns
-/// A value in gamma space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxGammaFromLinearHalf(FfxFloat16x3 c, FfxFloat16 rcpX)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X3(rcpX));
-}
-
-/// Compute an SRGB value from a linear value.
-///
-/// @param [in] c The value to convert to SRGB from linear.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxSrgbFromLinearHalf(FfxFloat16 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.055, -0.055);
- return clamp(j.x, c * j.y, pow(c, j.z) * k.x + k.y);
-}
-
-/// Compute an SRGB value from a linear value.
-///
-/// @param [in] c The value to convert to SRGB from linear.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxSrgbFromLinearHalf(FfxFloat16x2 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.055, -0.055);
- return clamp(j.xx, c * j.yy, pow(c, j.zz) * k.xx + k.yy);
-}
-
-/// Compute an SRGB value from a linear value.
-///
-/// @param [in] c The value to convert to SRGB from linear.
-///
-/// @returns
-/// A value in SRGB space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxSrgbFromLinearHalf(FfxFloat16x3 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.0031308 * 12.92, 12.92, 1.0 / 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.055, -0.055);
- return clamp(j.xxx, c * j.yyy, pow(c, j.zzz) * k.xxx + k.yyy);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] c The value to compute the square root for.
-///
-/// @returns
-/// A square root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxSquareRootHalf(FfxFloat16 c)
-{
- return sqrt(c);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] c The value to compute the square root for.
-///
-/// @returns
-/// A square root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxSquareRootHalf(FfxFloat16x2 c)
-{
- return sqrt(c);
-}
-
-/// Compute the square root of a value.
-///
-/// @param [in] c The value to compute the square root for.
-///
-/// @returns
-/// A square root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxSquareRootHalf(FfxFloat16x3 c)
-{
- return sqrt(c);
-}
-
-/// Compute the cube root of a value.
-///
-/// @param [in] c The value to compute the cube root for.
-///
-/// @returns
-/// A cube root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxCubeRootHalf(FfxFloat16 c)
-{
- return pow(c, FFX_BROADCAST_FLOAT16(1.0 / 3.0));
-}
-
-/// Compute the cube root of a value.
-///
-/// @param [in] c The value to compute the cube root for.
-///
-/// @returns
-/// A cube root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxCubeRootHalf(FfxFloat16x2 c)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X2(1.0 / 3.0));
-}
-
-/// Compute the cube root of a value.
-///
-/// @param [in] c The value to compute the cube root for.
-///
-/// @returns
-/// A cube root of the input value.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxCubeRootHalf(FfxFloat16x3 c)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X3(1.0 / 3.0));
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] c The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxLinearFromRec709Half(FfxFloat16 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.x), c * j.y, pow(c * k.x + k.y, j.z));
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] c The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxLinearFromRec709Half(FfxFloat16x2 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.xx), c * j.yy, pow(c * k.xx + k.yy, j.zz));
-}
-
-/// Compute a linear value from a REC.709 value.
-///
-/// @param [in] c The value to convert to linear from REC.709.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxLinearFromRec709Half(FfxFloat16x3 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.081 / 4.5, 1.0 / 4.5, 1.0 / 0.45);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.099, 0.099 / 1.099);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.xxx), c * j.yyy, pow(c * k.xxx + k.yyy, j.zzz));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in gamma space.
-/// @param [in] x The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxLinearFromGammaHalf(FfxFloat16 c, FfxFloat16 x)
-{
- return pow(c, FFX_BROADCAST_FLOAT16(x));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in gamma space.
-/// @param [in] x The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxLinearFromGammaHalf(FfxFloat16x2 c, FfxFloat16 x)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X2(x));
-}
-
-/// Compute a linear value from a value in a gamma space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in gamma space.
-/// @param [in] x The power value used for the gamma curve.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxLinearFromGammaHalf(FfxFloat16x3 c, FfxFloat16 x)
-{
- return pow(c, FFX_BROADCAST_FLOAT16X3(x));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16 ffxLinearFromSrgbHalf(FfxFloat16 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.x), c * j.y, pow(c * k.x + k.y, j.z));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x2 ffxLinearFromSrgbHalf(FfxFloat16x2 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.xx), c * j.yy, pow(c * k.xx + k.yy, j.zz));
-}
-
-/// Compute a linear value from a value in a SRGB space.
-///
-/// Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native.
-///
-/// @param [in] c The value to convert to linear in SRGB space.
-///
-/// @returns
-/// A value in linear space.
-///
-/// @ingroup GPUCore
-FfxFloat16x3 ffxLinearFromSrgbHalf(FfxFloat16x3 c)
-{
- FfxFloat16x3 j = FfxFloat16x3(0.04045 / 12.92, 1.0 / 12.92, 2.4);
- FfxFloat16x2 k = FfxFloat16x2(1.0 / 1.055, 0.055 / 1.055);
- return ffxZeroOneSelectHalf(ffxZeroOneIsSignedHalf(c - j.xxx), c * j.yyy, pow(c * k.xxx + k.yyy, j.zzz));
-}
-
-/// A remapping of 64x1 to 8x8 imposing rotated 2x2 pixel quads in quad linear.
-///
-/// 543210
-/// ======
-/// ..xxx.
-/// yy...y
-///
-/// @param [in] a The input 1D coordinates to remap.
-///
-/// @returns
-/// The remapped 2D coordinates.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxRemapForQuadHalf(FfxUInt32 a)
-{
- return FfxUInt16x2(bitfieldExtract(a, 1u, 3u), bitfieldInsertMask(bitfieldExtract(a, 3u, 3u), a, 1u));
-}
-
-/// A helper function performing a remap 64x1 to 8x8 remapping which is necessary for 2D wave reductions.
-///
-/// The 64-wide lane indices to 8x8 remapping is performed as follows:
-///
-/// 00 01 08 09 10 11 18 19
-/// 02 03 0a 0b 12 13 1a 1b
-/// 04 05 0c 0d 14 15 1c 1d
-/// 06 07 0e 0f 16 17 1e 1f
-/// 20 21 28 29 30 31 38 39
-/// 22 23 2a 2b 32 33 3a 3b
-/// 24 25 2c 2d 34 35 3c 3d
-/// 26 27 2e 2f 36 37 3e 3f
-///
-/// @param [in] a The input 1D coordinate to remap.
-///
-/// @returns
-/// The remapped 2D coordinates.
-///
-/// @ingroup GPUCore
-FfxUInt16x2 ffxRemapForWaveReductionHalf(FfxUInt32 a)
-{
- return FfxUInt16x2(bitfieldInsertMask(bitfieldExtract(a, 2u, 3u), a, 1u), bitfieldInsertMask(bitfieldExtract(a, 3u, 3u), bitfieldExtract(a, 1u, 2u), 2u));
-}
-
-#endif // FFX_HALF
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta
deleted file mode 100644
index 9ae50e1c..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h
deleted file mode 100644
index 337eb06f..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h
+++ /dev/null
@@ -1,1651 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// @defgroup HLSLCore HLSL Core
-/// HLSL core defines and functions
-///
-/// @ingroup FfxHLSL
-
-#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
-#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
-#define DECLARE_CB_REGISTER(regIndex) b##regIndex
-#define FFX_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
-#define FFX_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
-#define FFX_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
-
-/// A define for abstracting shared memory between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_GROUPSHARED groupshared
-
-/// A define for abstracting compute memory barriers between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_GROUP_MEMORY_BARRIER GroupMemoryBarrierWithGroupSync
-
-/// A define for abstracting compute atomic additions between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_ATOMIC_ADD(x, y) InterlockedAdd(x, y)
-
-/// A define added to accept static markup on functions to aid CPU/GPU portability of code.
-///
-/// @ingroup HLSLCore
-#define FFX_STATIC static
-
-/// A define for abstracting loop unrolling between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_UNROLL [unroll]
-
-/// A define for abstracting a 'greater than' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_GREATER_THAN(x, y) x > y
-
-/// A define for abstracting a 'greater than or equal' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_GREATER_THAN_EQUAL(x, y) x >= y
-
-/// A define for abstracting a 'less than' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_LESS_THAN(x, y) x < y
-
-/// A define for abstracting a 'less than or equal' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_LESS_THAN_EQUAL(x, y) x <= y
-
-/// A define for abstracting an 'equal' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_EQUAL(x, y) x == y
-
-/// A define for abstracting a 'not equal' comparison operator between two types.
-///
-/// @ingroup HLSLCore
-#define FFX_NOT_EQUAL(x, y) x != y
-
-/// A define for abstracting matrix multiply operations between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_MATRIX_MULTIPLY(a, b) mul(a, b)
-
-/// A define for abstracting vector transformations between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_TRANSFORM_VECTOR(a, b) mul(a, b)
-
-/// A define for abstracting modulo operations between shading languages.
-///
-/// @ingroup HLSLCore
-#define FFX_MODULO(a, b) (fmod(a, b))
-
-/// Broadcast a scalar value to a 1-dimensional floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_FLOAT32(x) FfxFloat32(x)
-
-/// Broadcast a scalar value to a 2-dimensional floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_FLOAT32X2(x) FfxFloat32(x)
-
-/// Broadcast a scalar value to a 3-dimensional floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_FLOAT32X3(x) FfxFloat32(x)
-
-/// Broadcast a scalar value to a 4-dimensional floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_FLOAT32X4(x) FfxFloat32(x)
-
-/// Broadcast a scalar value to a 1-dimensional unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_UINT32(x) FfxUInt32(x)
-
-/// Broadcast a scalar value to a 2-dimensional unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_UINT32X2(x) FfxUInt32(x)
-
-/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_UINT32X3(x) FfxUInt32(x)
-
-/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_UINT32X4(x) FfxUInt32(x)
-
-/// Broadcast a scalar value to a 1-dimensional signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_INT32(x) FfxInt32(x)
-
-/// Broadcast a scalar value to a 2-dimensional signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_INT32X2(x) FfxInt32(x)
-
-/// Broadcast a scalar value to a 3-dimensional signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_INT32X3(x) FfxInt32(x)
-
-/// Broadcast a scalar value to a 4-dimensional signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_INT32X4(x) FfxInt32(x)
-
-/// Broadcast a scalar value to a 1-dimensional half-precision floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_FLOAT16(a) FFX_MIN16_F(a)
-
-/// Broadcast a scalar value to a 2-dimensional half-precision floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_FLOAT16X2(a) FFX_MIN16_F(a)
-
-/// Broadcast a scalar value to a 3-dimensional half-precision floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_FLOAT16X3(a) FFX_MIN16_F(a)
-
-/// Broadcast a scalar value to a 4-dimensional half-precision floating point vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_FLOAT16X4(a) FFX_MIN16_F(a)
-
-/// Broadcast a scalar value to a 1-dimensional half-precision unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_UINT16(a) FFX_MIN16_U(a)
-
-/// Broadcast a scalar value to a 2-dimensional half-precision unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_UINT16X2(a) FFX_MIN16_U(a)
-
-/// Broadcast a scalar value to a 3-dimensional half-precision unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_UINT16X3(a) FFX_MIN16_U(a)
-
-/// Broadcast a scalar value to a 4-dimensional half-precision unsigned integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_UINT16X4(a) FFX_MIN16_U(a)
-
-/// Broadcast a scalar value to a 1-dimensional half-precision signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_INT16(a) FFX_MIN16_I(a)
-
-/// Broadcast a scalar value to a 2-dimensional half-precision signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_INT16X2(a) FFX_MIN16_I(a)
-
-/// Broadcast a scalar value to a 3-dimensional half-precision signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_INT16X3(a) FFX_MIN16_I(a)
-
-/// Broadcast a scalar value to a 4-dimensional half-precision signed integer vector.
-///
-/// @ingroup HLSLCore
-#define FFX_BROADCAST_MIN_INT16X4(a) FFX_MIN16_I(a)
-
-/// Pack 2x32-bit floating point values in a single 32bit value.
-///
-/// This function first converts each component of value into their nearest 16-bit floating
-/// point representation, and then stores the X and Y components in the lower and upper 16 bits of the
-/// 32bit unsigned integer respectively.
-///
-/// @param [in] value A 2-dimensional floating point value to convert and pack.
-///
-/// @returns
-/// A packed 32bit value containing 2 16bit floating point values.
-///
-/// @ingroup HLSLCore
-FfxUInt32 packHalf2x16(FfxFloat32x2 value)
-{
- return f32tof16(value.x) | (f32tof16(value.y) << 16);
-}
-
-/// Broadcast a scalar value to a 2-dimensional floating point vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 2-dimensional floating point vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxBroadcast2(FfxFloat32 value)
-{
- return FfxFloat32x2(value, value);
-}
-
-/// Broadcast a scalar value to a 3-dimensional floating point vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 3-dimensional floating point vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxBroadcast3(FfxFloat32 value)
-{
- return FfxFloat32x3(value, value, value);
-}
-
-/// Broadcast a scalar value to a 4-dimensional floating point vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 4-dimensional floating point vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxBroadcast4(FfxFloat32 value)
-{
- return FfxFloat32x4(value, value, value, value);
-}
-
-/// Broadcast a scalar value to a 2-dimensional signed integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 2-dimensional signed integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxInt32x2 ffxBroadcast2(FfxInt32 value)
-{
- return FfxInt32x2(value, value);
-}
-
-/// Broadcast a scalar value to a 3-dimensional signed integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 3-dimensional signed integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxUInt32x3 ffxBroadcast3(FfxInt32 value)
-{
- return FfxUInt32x3(value, value, value);
-}
-
-/// Broadcast a scalar value to a 4-dimensional signed integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 4-dimensional signed integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxInt32x4 ffxBroadcast4(FfxInt32 value)
-{
- return FfxInt32x4(value, value, value, value);
-}
-
-/// Broadcast a scalar value to a 2-dimensional unsigned integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 2-dimensional unsigned integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxUInt32x2 ffxBroadcast2(FfxUInt32 value)
-{
- return FfxUInt32x2(value, value);
-}
-
-/// Broadcast a scalar value to a 3-dimensional unsigned integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 3-dimensional unsigned integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxUInt32x3 ffxBroadcast3(FfxUInt32 value)
-{
- return FfxUInt32x3(value, value, value);
-}
-
-/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
-///
-/// @param [in] value The value to to broadcast.
-///
-/// @returns
-/// A 4-dimensional unsigned integer vector with value in each component.
-///
-/// @ingroup HLSLCore
-FfxUInt32x4 ffxBroadcast4(FfxUInt32 value)
-{
- return FfxUInt32x4(value, value, value, value);
-}
-
-FfxUInt32 bitfieldExtract(FfxUInt32 src, FfxUInt32 off, FfxUInt32 bits)
-{
- FfxUInt32 mask = (1u << bits) - 1;
- return (src >> off) & mask;
-}
-
-FfxUInt32 bitfieldInsert(FfxUInt32 src, FfxUInt32 ins, FfxUInt32 mask)
-{
- return (ins & mask) | (src & (~mask));
-}
-
-FfxUInt32 bitfieldInsertMask(FfxUInt32 src, FfxUInt32 ins, FfxUInt32 bits)
-{
- FfxUInt32 mask = (1u << bits) - 1;
- return (ins & mask) | (src & (~mask));
-}
-
-/// Interprets the bit pattern of x as an unsigned integer.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as an unsigned integer.
-///
-/// @ingroup HLSLCore
-FfxUInt32 ffxAsUInt32(FfxFloat32 x)
-{
- return asuint(x);
-}
-
-/// Interprets the bit pattern of x as an unsigned integer.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as an unsigned integer.
-///
-/// @ingroup HLSLCore
-FfxUInt32x2 ffxAsUInt32(FfxFloat32x2 x)
-{
- return asuint(x);
-}
-
-/// Interprets the bit pattern of x as an unsigned integer.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as an unsigned integer.
-///
-/// @ingroup HLSLCore
-FfxUInt32x3 ffxAsUInt32(FfxFloat32x3 x)
-{
- return asuint(x);
-}
-
-/// Interprets the bit pattern of x as an unsigned integer.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as an unsigned integer.
-///
-/// @ingroup HLSLCore
-FfxUInt32x4 ffxAsUInt32(FfxFloat32x4 x)
-{
- return asuint(x);
-}
-
-/// Interprets the bit pattern of x as a floating-point number.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as a floating-point number.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxAsFloat(FfxUInt32 x)
-{
- return asfloat(x);
-}
-
-/// Interprets the bit pattern of x as a floating-point number.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as a floating-point number.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxAsFloat(FfxUInt32x2 x)
-{
- return asfloat(x);
-}
-
-/// Interprets the bit pattern of x as a floating-point number.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as a floating-point number.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxAsFloat(FfxUInt32x3 x)
-{
- return asfloat(x);
-}
-
-/// Interprets the bit pattern of x as a floating-point number.
-///
-/// @param [in] x The input value.
-///
-/// @returns
-/// The input interpreted as a floating-point number.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxAsFloat(FfxUInt32x4 x)
-{
- return asfloat(x);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxLerp(FfxFloat32 x, FfxFloat32 y, FfxFloat32 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxLerp(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxLerp(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxLerp(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxLerp(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxLerp(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32 t)
-{
- return lerp(x, y, t);
-}
-
-/// Compute the linear interopation between two values.
-///
-/// Implemented by calling the HLSL mix instrinsic function. Implements the
-/// following math:
-///
-/// (1 - t) * x + t * y
-///
-/// @param [in] x The first value to lerp between.
-/// @param [in] y The second value to lerp between.
-/// @param [in] t The value to determine how much of x and how much of y.
-///
-/// @returns
-/// A linearly interpolated value between x and y according to t.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxLerp(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 t)
-{
- return lerp(x, y, t);
-}
-
-/// Clamp a value to a [0..1] range.
-///
-/// @param [in] x The value to clamp to [0..1] range.
-///
-/// @returns
-/// The clamped version of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxSaturate(FfxFloat32 x)
-{
- return saturate(x);
-}
-
-/// Clamp a value to a [0..1] range.
-///
-/// @param [in] x The value to clamp to [0..1] range.
-///
-/// @returns
-/// The clamped version of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxSaturate(FfxFloat32x2 x)
-{
- return saturate(x);
-}
-
-/// Clamp a value to a [0..1] range.
-///
-/// @param [in] x The value to clamp to [0..1] range.
-///
-/// @returns
-/// The clamped version of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxSaturate(FfxFloat32x3 x)
-{
- return saturate(x);
-}
-
-/// Clamp a value to a [0..1] range.
-///
-/// @param [in] x The value to clamp to [0..1] range.
-///
-/// @returns
-/// The clamped version of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxSaturate(FfxFloat32x4 x)
-{
- return saturate(x);
-}
-
-/// Compute the factional part of a decimal value.
-///
-/// This function calculates x - floor(x). Where floor is the intrinsic HLSL function.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware. It is
-/// worth further noting that this function is intentionally distinct from the HLSL frac intrinsic
-/// function.
-///
-/// @param [in] x The value to compute the fractional part from.
-///
-/// @returns
-/// The fractional part of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxFract(FfxFloat32 x)
-{
- return x - floor(x);
-}
-
-/// Compute the factional part of a decimal value.
-///
-/// This function calculates x - floor(x). Where floor is the intrinsic HLSL function.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware. It is
-/// worth further noting that this function is intentionally distinct from the HLSL frac intrinsic
-/// function.
-///
-/// @param [in] x The value to compute the fractional part from.
-///
-/// @returns
-/// The fractional part of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxFract(FfxFloat32x2 x)
-{
- return x - floor(x);
-}
-
-/// Compute the factional part of a decimal value.
-///
-/// This function calculates x - floor(x). Where floor is the intrinsic HLSL function.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware. It is
-/// worth further noting that this function is intentionally distinct from the HLSL frac intrinsic
-/// function.
-///
-/// @param [in] x The value to compute the fractional part from.
-///
-/// @returns
-/// The fractional part of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxFract(FfxFloat32x3 x)
-{
- return x - floor(x);
-}
-
-/// Compute the factional part of a decimal value.
-///
-/// This function calculates x - floor(x). Where floor is the intrinsic HLSL function.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware. It is
-/// worth further noting that this function is intentionally distinct from the HLSL frac intrinsic
-/// function.
-///
-/// @param [in] x The value to compute the fractional part from.
-///
-/// @returns
-/// The fractional part of x.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxFract(FfxFloat32x4 x)
-{
- return x - floor(x);
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxMax3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxMax3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxMax3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxMax3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32 ffxMax3(FfxUInt32 x, FfxUInt32 y, FfxUInt32 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x2 ffxMax3(FfxUInt32x2 x, FfxUInt32x2 y, FfxUInt32x2 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x3 ffxMax3(FfxUInt32x3 x, FfxUInt32x3 y, FfxUInt32x3 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the maximum of three values.
-///
-/// NOTE: This function should compile down to a single V_MAX3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the max calculation.
-/// @param [in] y The second value to include in the max calcuation.
-/// @param [in] z The third value to include in the max calcuation.
-///
-/// @returns
-/// The maximum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x4 ffxMax3(FfxUInt32x4 x, FfxUInt32x4 y, FfxUInt32x4 z)
-{
- return max(x, max(y, z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxMed3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxMed3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxMed3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxMed3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSL
-FfxInt32 ffxMed3(FfxInt32 x, FfxInt32 y, FfxInt32 z)
-{
- return max(min(x, y), min(max(x, y), z));
- // return min(max(min(y, z), x), max(y, z));
- // return max(max(x, y), z) == x ? max(y, z) : (max(max(x, y), z) == y ? max(x, z) : max(x, y));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSL
-FfxInt32x2 ffxMed3(FfxInt32x2 x, FfxInt32x2 y, FfxInt32x2 z)
-{
- return max(min(x, y), min(max(x, y), z));
- // return min(max(min(y, z), x), max(y, z));
- // return max(max(x, y), z) == x ? max(y, z) : (max(max(x, y), z) == y ? max(x, z) : max(x, y));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSL
-FfxInt32x3 ffxMed3(FfxInt32x3 x, FfxInt32x3 y, FfxInt32x3 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the median of three values.
-///
-/// NOTE: This function should compile down to a single V_MED3_I32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the median calculation.
-/// @param [in] y The second value to include in the median calcuation.
-/// @param [in] z The third value to include in the median calcuation.
-///
-/// @returns
-/// The median value of x, y, and z.
-///
-/// @ingroup HLSL
-FfxInt32x4 ffxMed3(FfxInt32x4 x, FfxInt32x4 y, FfxInt32x4 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32 ffxMin3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x2 ffxMin3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x3 ffxMin3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxFloat32x4 ffxMin3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32 ffxMin3(FfxUInt32 x, FfxUInt32 y, FfxUInt32 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x2 ffxMin3(FfxUInt32x2 x, FfxUInt32x2 y, FfxUInt32x2 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calculation.
-/// @param [in] z The third value to include in the min calculation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x3 ffxMin3(FfxUInt32x3 x, FfxUInt32x3 y, FfxUInt32x3 z)
-{
- return min(x, min(y, z));
-}
-
-/// Compute the minimum of three values.
-///
-/// NOTE: This function should compile down to a single V_MIN3_F32 operation on GCN/RDNA hardware.
-///
-/// @param [in] x The first value to include in the min calculation.
-/// @param [in] y The second value to include in the min calcuation.
-/// @param [in] z The third value to include in the min calcuation.
-///
-/// @returns
-/// The minimum value of x, y, and z.
-///
-/// @ingroup HLSLCore
-FfxUInt32x4 ffxMin3(FfxUInt32x4 x, FfxUInt32x4 y, FfxUInt32x4 z)
-{
- return min(x, min(y, z));
-}
-
-
-FfxUInt32 AShrSU1(FfxUInt32 a, FfxUInt32 b)
-{
- return FfxUInt32(FfxInt32(a) >> FfxInt32(b));
-}
-
-FfxUInt32 ffxPackF32(FfxFloat32x2 v){
- FfxUInt32x2 p = FfxUInt32x2(f32tof16(FfxFloat32x2(v).x), f32tof16(FfxFloat32x2(v).y));
- return p.x | (p.y << 16);
-}
-
-FfxFloat32x2 ffxUnpackF32(FfxUInt32 a){
- return f16tof32(FfxUInt32x2(a & 0xFFFF, a >> 16));
-}
-
-//==============================================================================================================================
-// HLSL HALF
-//==============================================================================================================================
-//==============================================================================================================================
-// Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
-// Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
-FFX_MIN16_F2 ffxUint32ToFloat16x2(FfxUInt32 x)
-{
- FfxFloat32x2 t = f16tof32(FfxUInt32x2(x & 0xFFFF, x >> 16));
- return FFX_MIN16_F2(t);
-}
-FFX_MIN16_F4 ffxUint32x2ToFloat16x4(FfxUInt32x2 x)
-{
- return FFX_MIN16_F4(ffxUint32ToFloat16x2(x.x), ffxUint32ToFloat16x2(x.y));
-}
-FFX_MIN16_U2 ffxUint32ToUint16x2(FfxUInt32 x)
-{
- FfxUInt32x2 t = FfxUInt32x2(x & 0xFFFF, x >> 16);
- return FFX_MIN16_U2(t);
-}
-FFX_MIN16_U4 ffxUint32x2ToUint16x4(FfxUInt32x2 x)
-{
- return FFX_MIN16_U4(ffxUint32ToUint16x2(x.x), ffxUint32ToUint16x2(x.y));
-}
-
-/// @brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned.
-/// @param v Value to invert.
-/// @return If v = 0 returns 0. If v != 0 returns 1/v.
-FfxFloat32 ffxInvertSafe(FfxFloat32 v){
- FfxFloat32 s = sign(v);
- FfxFloat32 s2 = s*s;
- return s2/(v + s2 - 1.0);
-}
-
-/// @brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned.
-/// @param v Value to invert.
-/// @return If v = 0 returns 0. If v != 0 returns 1/v.
-FfxFloat32x2 ffxInvertSafe(FfxFloat32x2 v){
- FfxFloat32x2 s = sign(v);
- FfxFloat32x2 s2 = s*s;
- return s2/(v + s2 - FfxFloat32x2(1.0, 1.0));
-}
-
-/// @brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned.
-/// @param v Value to invert.
-/// @return If v = 0 returns 0. If v != 0 returns 1/v.
-FfxFloat32x3 ffxInvertSafe(FfxFloat32x3 v){
- FfxFloat32x3 s = sign(v);
- FfxFloat32x3 s2 = s*s;
- return s2/(v + s2 - FfxFloat32x3(1.0, 1.0, 1.0));
-}
-
-/// @brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned.
-/// @param v Value to invert.
-/// @return If v = 0 returns 0. If v != 0 returns 1/v.
-FfxFloat32x4 ffxInvertSafe(FfxFloat32x4 v){
- FfxFloat32x4 s = sign(v);
- FfxFloat32x4 s2 = s*s;
- return s2/(v + s2 - FfxFloat32x4(1.0, 1.0, 1.0, 1.0));
-}
-
-#define FFX_UINT32_TO_FLOAT16X2(x) ffxUint32ToFloat16x2(FfxUInt32(x))
-#if FFX_HALF
-
-#define FFX_UINT32X2_TO_FLOAT16X4(x) ffxUint32x2ToFloat16x4(FfxUInt32x2(x))
-#define FFX_UINT32_TO_UINT16X2(x) ffxUint32ToUint16x2(FfxUInt32(x))
-#define FFX_UINT32X2_TO_UINT16X4(x) ffxUint32x2ToUint16x4(FfxUInt32x2(x))
-
-FfxUInt32 ffxPackF16(FfxFloat16x2 v){
- FfxUInt32x2 p = FfxUInt32x2(f32tof16(FfxFloat32x2(v).x), f32tof16(FfxFloat32x2(v).y));
- return p.x | (p.y << 16);
-}
-
-FfxFloat16x2 ffxUnpackF16(FfxUInt32 a){
- return FfxFloat16x2(f16tof32(FfxUInt32x2(a & 0xFFFF, a >> 16)));
-}
-
-//------------------------------------------------------------------------------------------------------------------------------
-FfxUInt32 FFX_MIN16_F2ToUint32(FFX_MIN16_F2 x)
-{
- return f32tof16(x.x) + (f32tof16(x.y) << 16);
-}
-FfxUInt32x2 FFX_MIN16_F4ToUint32x2(FFX_MIN16_F4 x)
-{
- return FfxUInt32x2(FFX_MIN16_F2ToUint32(x.xy), FFX_MIN16_F2ToUint32(x.zw));
-}
-FfxUInt32 FFX_MIN16_U2ToUint32(FFX_MIN16_U2 x)
-{
- return FfxUInt32(x.x) + (FfxUInt32(x.y) << 16);
-}
-FfxUInt32x2 FFX_MIN16_U4ToUint32x2(FFX_MIN16_U4 x)
-{
- return FfxUInt32x2(FFX_MIN16_U2ToUint32(x.xy), FFX_MIN16_U2ToUint32(x.zw));
-}
-#define FFX_FLOAT16X2_TO_UINT32(x) FFX_MIN16_F2ToUint32(FFX_MIN16_F2(x))
-#define FFX_FLOAT16X4_TO_UINT32X2(x) FFX_MIN16_F4ToUint32x2(FFX_MIN16_F4(x))
-#define FFX_UINT16X2_TO_UINT32(x) FFX_MIN16_U2ToUint32(FFX_MIN16_U2(x))
-#define FFX_UINT16X4_TO_UINT32X2(x) FFX_MIN16_U4ToUint32x2(FFX_MIN16_U4(x))
-
-#if (FFX_HLSL_SM >= 62) && !defined(FFX_NO_16_BIT_CAST)
-#define FFX_TO_UINT16(x) asuint16(x)
-#define FFX_TO_UINT16X2(x) asuint16(x)
-#define FFX_TO_UINT16X3(x) asuint16(x)
-#define FFX_TO_UINT16X4(x) asuint16(x)
-#else
-#define FFX_TO_UINT16(a) FFX_MIN16_U(f32tof16(FfxFloat32(a)))
-#define FFX_TO_UINT16X2(a) FFX_MIN16_U2(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y))
-#define FFX_TO_UINT16X3(a) FFX_MIN16_U3(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y), FFX_TO_UINT16((a).z))
-#define FFX_TO_UINT16X4(a) FFX_MIN16_U4(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y), FFX_TO_UINT16((a).z), FFX_TO_UINT16((a).w))
-#endif // #if (FFX_HLSL_SM>=62) && !defined(FFX_NO_16_BIT_CAST)
-
-#if (FFX_HLSL_SM >= 62) && !defined(FFX_NO_16_BIT_CAST)
-#define FFX_TO_FLOAT16(x) asfloat16(x)
-#define FFX_TO_FLOAT16X2(x) asfloat16(x)
-#define FFX_TO_FLOAT16X3(x) asfloat16(x)
-#define FFX_TO_FLOAT16X4(x) asfloat16(x)
-#else
-#define FFX_TO_FLOAT16(a) FFX_MIN16_F(f16tof32(FfxUInt32(a)))
-#define FFX_TO_FLOAT16X2(a) FFX_MIN16_F2(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y))
-#define FFX_TO_FLOAT16X3(a) FFX_MIN16_F3(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y), FFX_TO_FLOAT16((a).z))
-#define FFX_TO_FLOAT16X4(a) FFX_MIN16_F4(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y), FFX_TO_FLOAT16((a).z), FFX_TO_FLOAT16((a).w))
-#endif // #if (FFX_HLSL_SM>=62) && !defined(FFX_NO_16_BIT_CAST)
-
-//==============================================================================================================================
-#define FFX_BROADCAST_FLOAT16(a) FFX_MIN16_F(a)
-#define FFX_BROADCAST_FLOAT16X2(a) FFX_MIN16_F(a)
-#define FFX_BROADCAST_FLOAT16X3(a) FFX_MIN16_F(a)
-#define FFX_BROADCAST_FLOAT16X4(a) FFX_MIN16_F(a)
-
-//------------------------------------------------------------------------------------------------------------------------------
-#define FFX_BROADCAST_INT16(a) FFX_MIN16_I(a)
-#define FFX_BROADCAST_INT16X2(a) FFX_MIN16_I(a)
-#define FFX_BROADCAST_INT16X3(a) FFX_MIN16_I(a)
-#define FFX_BROADCAST_INT16X4(a) FFX_MIN16_I(a)
-
-//------------------------------------------------------------------------------------------------------------------------------
-#define FFX_BROADCAST_UINT16(a) FFX_MIN16_U(a)
-#define FFX_BROADCAST_UINT16X2(a) FFX_MIN16_U(a)
-#define FFX_BROADCAST_UINT16X3(a) FFX_MIN16_U(a)
-#define FFX_BROADCAST_UINT16X4(a) FFX_MIN16_U(a)
-
-//==============================================================================================================================
-FFX_MIN16_U ffxAbsHalf(FFX_MIN16_U a)
-{
- return FFX_MIN16_U(abs(FFX_MIN16_I(a)));
-}
-FFX_MIN16_U2 ffxAbsHalf(FFX_MIN16_U2 a)
-{
- return FFX_MIN16_U2(abs(FFX_MIN16_I2(a)));
-}
-FFX_MIN16_U3 ffxAbsHalf(FFX_MIN16_U3 a)
-{
- return FFX_MIN16_U3(abs(FFX_MIN16_I3(a)));
-}
-FFX_MIN16_U4 ffxAbsHalf(FFX_MIN16_U4 a)
-{
- return FFX_MIN16_U4(abs(FFX_MIN16_I4(a)));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxClampHalf(FFX_MIN16_F x, FFX_MIN16_F n, FFX_MIN16_F m)
-{
- return max(n, min(x, m));
-}
-FFX_MIN16_F2 ffxClampHalf(FFX_MIN16_F2 x, FFX_MIN16_F2 n, FFX_MIN16_F2 m)
-{
- return max(n, min(x, m));
-}
-FFX_MIN16_F3 ffxClampHalf(FFX_MIN16_F3 x, FFX_MIN16_F3 n, FFX_MIN16_F3 m)
-{
- return max(n, min(x, m));
-}
-FFX_MIN16_F4 ffxClampHalf(FFX_MIN16_F4 x, FFX_MIN16_F4 n, FFX_MIN16_F4 m)
-{
- return max(n, min(x, m));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-// V_FRACT_F16 (note DX frac() is different).
-FFX_MIN16_F ffxFract(FFX_MIN16_F x)
-{
- return x - floor(x);
-}
-FFX_MIN16_F2 ffxFract(FFX_MIN16_F2 x)
-{
- return x - floor(x);
-}
-FFX_MIN16_F3 ffxFract(FFX_MIN16_F3 x)
-{
- return x - floor(x);
-}
-FFX_MIN16_F4 ffxFract(FFX_MIN16_F4 x)
-{
- return x - floor(x);
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxLerp(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F2 ffxLerp(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F2 ffxLerp(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F3 ffxLerp(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F3 ffxLerp(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F4 ffxLerp(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F a)
-{
- return lerp(x, y, a);
-}
-FFX_MIN16_F4 ffxLerp(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 a)
-{
- return lerp(x, y, a);
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxMax3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
-{
- return max(x, max(y, z));
-}
-FFX_MIN16_F2 ffxMax3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
-{
- return max(x, max(y, z));
-}
-FFX_MIN16_F3 ffxMax3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
-{
- return max(x, max(y, z));
-}
-FFX_MIN16_F4 ffxMax3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
-{
- return max(x, max(y, z));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxMin3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
-{
- return min(x, min(y, z));
-}
-FFX_MIN16_F2 ffxMin3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
-{
- return min(x, min(y, z));
-}
-FFX_MIN16_F3 ffxMin3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
-{
- return min(x, min(y, z));
-}
-FFX_MIN16_F4 ffxMin3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
-{
- return min(x, min(y, z));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxMed3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_F2 ffxMed3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_F3 ffxMed3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_F4 ffxMed3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_I ffxMed3Half(FFX_MIN16_I x, FFX_MIN16_I y, FFX_MIN16_I z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_I2 ffxMed3Half(FFX_MIN16_I2 x, FFX_MIN16_I2 y, FFX_MIN16_I2 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_I3 ffxMed3Half(FFX_MIN16_I3 x, FFX_MIN16_I3 y, FFX_MIN16_I3 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-FFX_MIN16_I4 ffxMed3Half(FFX_MIN16_I4 x, FFX_MIN16_I4 y, FFX_MIN16_I4 z)
-{
- return max(min(x, y), min(max(x, y), z));
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxReciprocalHalf(FFX_MIN16_F x)
-{
- return rcp(x);
-}
-FFX_MIN16_F2 ffxReciprocalHalf(FFX_MIN16_F2 x)
-{
- return rcp(x);
-}
-FFX_MIN16_F3 ffxReciprocalHalf(FFX_MIN16_F3 x)
-{
- return rcp(x);
-}
-FFX_MIN16_F4 ffxReciprocalHalf(FFX_MIN16_F4 x)
-{
- return rcp(x);
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxReciprocalSquareRootHalf(FFX_MIN16_F x)
-{
- return rsqrt(x);
-}
-FFX_MIN16_F2 ffxReciprocalSquareRootHalf(FFX_MIN16_F2 x)
-{
- return rsqrt(x);
-}
-FFX_MIN16_F3 ffxReciprocalSquareRootHalf(FFX_MIN16_F3 x)
-{
- return rsqrt(x);
-}
-FFX_MIN16_F4 ffxReciprocalSquareRootHalf(FFX_MIN16_F4 x)
-{
- return rsqrt(x);
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_F ffxSaturate(FFX_MIN16_F x)
-{
- return saturate(x);
-}
-FFX_MIN16_F2 ffxSaturate(FFX_MIN16_F2 x)
-{
- return saturate(x);
-}
-FFX_MIN16_F3 ffxSaturate(FFX_MIN16_F3 x)
-{
- return saturate(x);
-}
-FFX_MIN16_F4 ffxSaturate(FFX_MIN16_F4 x)
-{
- return saturate(x);
-}
-//------------------------------------------------------------------------------------------------------------------------------
-FFX_MIN16_U ffxBitShiftRightHalf(FFX_MIN16_U a, FFX_MIN16_U b)
-{
- return FFX_MIN16_U(FFX_MIN16_I(a) >> FFX_MIN16_I(b));
-}
-FFX_MIN16_U2 ffxBitShiftRightHalf(FFX_MIN16_U2 a, FFX_MIN16_U2 b)
-{
- return FFX_MIN16_U2(FFX_MIN16_I2(a) >> FFX_MIN16_I2(b));
-}
-FFX_MIN16_U3 ffxBitShiftRightHalf(FFX_MIN16_U3 a, FFX_MIN16_U3 b)
-{
- return FFX_MIN16_U3(FFX_MIN16_I3(a) >> FFX_MIN16_I3(b));
-}
-FFX_MIN16_U4 ffxBitShiftRightHalf(FFX_MIN16_U4 a, FFX_MIN16_U4 b)
-{
- return FFX_MIN16_U4(FFX_MIN16_I4(a) >> FFX_MIN16_I4(b));
-}
-#endif // FFX_HALF
-
-//==============================================================================================================================
-// HLSL WAVE
-//==============================================================================================================================
-#if defined(FFX_WAVE)
-// Where 'x' must be a compile time literal.
-FfxFloat32 AWaveXorF1(FfxFloat32 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxFloat32x2 AWaveXorF2(FfxFloat32x2 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxFloat32x3 AWaveXorF3(FfxFloat32x3 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxFloat32x4 AWaveXorF4(FfxFloat32x4 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxUInt32 AWaveXorU1(FfxUInt32 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxUInt32x2 AWaveXorU1(FfxUInt32x2 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxUInt32x3 AWaveXorU1(FfxUInt32x3 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxUInt32x4 AWaveXorU1(FfxUInt32x4 v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
-}
-FfxBoolean AWaveIsFirstLane()
-{
- return WaveIsFirstLane();
-}
-FfxUInt32 AWaveLaneIndex()
-{
- return WaveGetLaneIndex();
-}
-FfxBoolean AWaveReadAtLaneIndexB1(FfxBoolean v, FfxUInt32 x)
-{
- return WaveReadLaneAt(v, x);
-}
-FfxUInt32 AWavePrefixCountBits(FfxBoolean v)
-{
- return WavePrefixCountBits(v);
-}
-FfxUInt32 AWaveActiveCountBits(FfxBoolean v)
-{
- return WaveActiveCountBits(v);
-}
-FfxUInt32 AWaveReadLaneFirstU1(FfxUInt32 v)
-{
- return WaveReadLaneFirst(v);
-}
-FfxUInt32 WaveOr(FfxUInt32 a)
-{
- return WaveActiveBitOr(a);
-}
-FfxFloat32 WaveMin(FfxFloat32 a)
-{
- return WaveActiveMin(a);
-}
-FfxFloat32 WaveMax(FfxFloat32 a)
-{
- return WaveActiveMax(a);
-}
-FfxUInt32 WaveLaneCount()
-{
- return WaveGetLaneCount();
-}
-FfxBoolean WaveAllTrue(FfxBoolean v)
-{
- return WaveActiveAllTrue(v);
-}
-FfxFloat32 QuadReadX(FfxFloat32 v)
-{
- return QuadReadAcrossX(v);
-}
-FfxFloat32x2 QuadReadX(FfxFloat32x2 v)
-{
- return QuadReadAcrossX(v);
-}
-FfxFloat32 QuadReadY(FfxFloat32 v)
-{
- return QuadReadAcrossY(v);
-}
-FfxFloat32x2 QuadReadY(FfxFloat32x2 v)
-{
- return QuadReadAcrossY(v);
-}
-
-#if FFX_HALF
-FfxFloat16x2 ffxWaveXorFloat16x2(FfxFloat16x2 v, FfxUInt32 x)
-{
- return FFX_UINT32_TO_FLOAT16X2(WaveReadLaneAt(FFX_FLOAT16X2_TO_UINT32(v), WaveGetLaneIndex() ^ x));
-}
-FfxFloat16x4 ffxWaveXorFloat16x4(FfxFloat16x4 v, FfxUInt32 x)
-{
- return FFX_UINT32X2_TO_FLOAT16X4(WaveReadLaneAt(FFX_FLOAT16X4_TO_UINT32X2(v), WaveGetLaneIndex() ^ x));
-}
-FfxUInt16x2 ffxWaveXorUint16x2(FfxUInt16x2 v, FfxUInt32 x)
-{
- return FFX_UINT32_TO_UINT16X2(WaveReadLaneAt(FFX_UINT16X2_TO_UINT32(v), WaveGetLaneIndex() ^ x));
-}
-FfxUInt16x4 ffxWaveXorUint16x4(FfxUInt16x4 v, FfxUInt32 x)
-{
- return FFX_UINT32X2_TO_UINT16X4(WaveReadLaneAt(FFX_UINT16X4_TO_UINT32X2(v), WaveGetLaneIndex() ^ x));
-}
-#endif // FFX_HALF
-#endif // #if defined(FFX_WAVE)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta
deleted file mode 100644
index 51d78a0c..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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-guid: 299f67e8b7e1d1a48a577bf8b328ac92
-PluginImporter:
- externalObjects: {}
- serializedVersion: 3
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- defineConstraints: []
- isPreloaded: 0
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- isExplicitlyReferenced: 0
- validateReferences: 1
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- Any:
- enabled: 0
- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
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- DefaultValueInitialized: true
- Linux64:
- enabled: 0
- settings:
- CPU: None
- Win:
- enabled: 0
- settings:
- CPU: None
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h
deleted file mode 100644
index 84a62d6b..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h
+++ /dev/null
@@ -1,51 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-FfxFloat32x3 opAAddOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b)
-{
- d = a + ffxBroadcast3(b);
- return d;
-}
-
-FfxFloat32x3 opACpyF3(FfxFloat32x3 d, FfxFloat32x3 a)
-{
- d = a;
- return d;
-}
-
-FfxFloat32x3 opAMulF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32x3 b)
-{
- d = a * b;
- return d;
-}
-
-FfxFloat32x3 opAMulOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b)
-{
- d = a * ffxBroadcast3(b);
- return d;
-}
-
-FfxFloat32x3 opARcpF3(FfxFloat32x3 d, FfxFloat32x3 a)
-{
- d = rcp(a);
- return d;
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta
deleted file mode 100644
index 757165d0..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
-fileFormatVersion: 2
-guid: 8d2ace0bd52e0e1438e08ddaccd3ba24
-PluginImporter:
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- serializedVersion: 3
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- defineConstraints: []
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- isOverridable: 0
- isExplicitlyReferenced: 0
- validateReferences: 1
- platformData:
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- enabled: 0
- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
- Editor:
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- settings:
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- Linux64:
- enabled: 0
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- userData:
- assetBundleName:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h
deleted file mode 100644
index c425de79..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h
+++ /dev/null
@@ -1,288 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_ACCUMULATE_H
-#define FFX_FSR3UPSCALER_ACCUMULATE_H
-
-FfxFloat32 GetPxHrVelocity(FfxFloat32x2 fMotionVector)
-{
- return length(fMotionVector * DisplaySize());
-}
-#if FFX_HALF
-FFX_MIN16_F GetPxHrVelocity(FFX_MIN16_F2 fMotionVector)
-{
- return length(fMotionVector * FFX_MIN16_F2(DisplaySize()));
-}
-#endif
-
-void Accumulate(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor, FfxFloat32x3 fAccumulation, FFX_PARAMETER_IN FfxFloat32x4 fUpsampledColorAndWeight)
-{
- // Aviod invalid values when accumulation and upsampled weight is 0
- fAccumulation = ffxMax(FSR3UPSCALER_EPSILON.xxx, fAccumulation + fUpsampledColorAndWeight.www);
-
-#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
- //YCoCg -> RGB -> Tonemap -> YCoCg (Use RGB tonemapper to avoid color desaturation)
- fUpsampledColorAndWeight.xyz = RGBToYCoCg(Tonemap(YCoCgToRGB(fUpsampledColorAndWeight.xyz)));
- fHistoryColor = RGBToYCoCg(Tonemap(YCoCgToRGB(fHistoryColor)));
-#endif
-
- const FfxFloat32x3 fAlpha = fUpsampledColorAndWeight.www / fAccumulation;
- fHistoryColor = ffxLerp(fHistoryColor, fUpsampledColorAndWeight.xyz, fAlpha);
-
- fHistoryColor = YCoCgToRGB(fHistoryColor);
-
-#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
- fHistoryColor = InverseTonemap(fHistoryColor);
-#endif
-}
-
-void RectifyHistory(
- const AccumulationPassCommonParams params,
- RectificationBox clippingBox,
- FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor,
- FFX_PARAMETER_INOUT FfxFloat32x3 fAccumulation,
- FfxFloat32 fLockContributionThisFrame,
- FfxFloat32 fTemporalReactiveFactor,
- FfxFloat32 fLumaInstabilityFactor)
-{
- const FfxFloat32 fVecolityFactor = ffxSaturate(params.fHrVelocity / 20.0f);
- const FfxFloat32 fBoxScaleT = ffxMax(params.fDepthClipFactor, ffxMax(params.fAccumulationMask, fVecolityFactor));
- const FfxFloat32 fBoxScale = ffxLerp(3.0f, 1.0f, fBoxScaleT);
-
- const FfxFloat32x3 fScaledBoxVec = clippingBox.boxVec * fBoxScale;
- const FfxFloat32x3 boxMin = clippingBox.boxCenter - fScaledBoxVec;
- const FfxFloat32x3 boxMax = clippingBox.boxCenter + fScaledBoxVec;
-
- if (any(FFX_GREATER_THAN(boxMin, fHistoryColor)) || any(FFX_GREATER_THAN(fHistoryColor, boxMax))) {
-
- const FfxFloat32x3 fClampedHistoryColor = clamp(fHistoryColor, boxMin, boxMax);
-
- FfxFloat32x3 fHistoryContribution = ffxMax(fLumaInstabilityFactor, fLockContributionThisFrame).xxx;
-
- const FfxFloat32 fReactiveFactor = params.fDilatedReactiveFactor;
- const FfxFloat32 fReactiveContribution = 1.0f - ffxPow(fReactiveFactor, 1.0f / 2.0f);
- fHistoryContribution *= fReactiveContribution;
-
- // Scale history color using rectification info, also using accumulation mask to avoid potential invalid color protection
- fHistoryColor = ffxLerp(fClampedHistoryColor, fHistoryColor, ffxSaturate(fHistoryContribution));
-
- // Scale accumulation using rectification info
- const FfxFloat32x3 fAccumulationMin = ffxMin(fAccumulation, FFX_BROADCAST_FLOAT32X3(0.1f));
- fAccumulation = ffxLerp(fAccumulationMin, fAccumulation, ffxSaturate(fHistoryContribution));
- }
-}
-
-void WriteUpscaledOutput(FfxInt32x2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
-{
- StoreUpscaledOutput(iPxHrPos, fUpscaledColor);
-}
-
-void FinalizeLockStatus(const AccumulationPassCommonParams params, FfxFloat32x2 fLockStatus, FfxFloat32 fUpsampledWeight)
-{
- // we expect similar motion for next frame
- // kill lock if that location is outside screen, avoid locks to be clamped to screen borders
- FfxFloat32x2 fEstimatedUvNextFrame = params.fHrUv - params.fMotionVector;
- if (IsUvInside(fEstimatedUvNextFrame) == false) {
- KillLock(fLockStatus);
- }
- else {
- // Decrease lock lifetime
- const FfxFloat32 fLifetimeDecreaseLanczosMax = FfxFloat32(JitterSequenceLength()) * FfxFloat32(fAverageLanczosWeightPerFrame);
- const FfxFloat32 fLifetimeDecrease = FfxFloat32(fUpsampledWeight / fLifetimeDecreaseLanczosMax);
- fLockStatus[LOCK_LIFETIME_REMAINING] = ffxMax(FfxFloat32(0), fLockStatus[LOCK_LIFETIME_REMAINING] - fLifetimeDecrease);
- }
-
- StoreLockStatus(params.iPxHrPos, fLockStatus);
-}
-
-
-FfxFloat32x3 ComputeBaseAccumulationWeight(const AccumulationPassCommonParams params, FfxFloat32 fThisFrameReactiveFactor, FfxBoolean bInMotionLastFrame, FfxFloat32 fUpsampledWeight, LockState lockState)
-{
- // Always assume max accumulation was reached
- FfxFloat32 fBaseAccumulation = fMaxAccumulationLanczosWeight * FfxFloat32(params.bIsExistingSample) * (1.0f - fThisFrameReactiveFactor) * (1.0f - params.fDepthClipFactor);
-
- fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight * 10.0f, ffxMax(FfxFloat32(bInMotionLastFrame), ffxSaturate(params.fHrVelocity * FfxFloat32(10)))));
-
- fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight, ffxSaturate(params.fHrVelocity / FfxFloat32(20))));
-
- return fBaseAccumulation.xxx;
-}
-
-FfxFloat32 ComputeLumaInstabilityFactor(const AccumulationPassCommonParams params, RectificationBox clippingBox, FfxFloat32 fThisFrameReactiveFactor, FfxFloat32 fLuminanceDiff)
-{
- const FfxFloat32 fUnormThreshold = 1.0f / 255.0f;
- const FfxInt32 N_MINUS_1 = 0;
- const FfxInt32 N_MINUS_2 = 1;
- const FfxInt32 N_MINUS_3 = 2;
- const FfxInt32 N_MINUS_4 = 3;
-
- FfxFloat32 fCurrentFrameLuma = clippingBox.boxCenter.x;
-
-#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
- fCurrentFrameLuma = fCurrentFrameLuma / (1.0f + ffxMax(0.0f, fCurrentFrameLuma));
-#endif
-
- fCurrentFrameLuma = round(fCurrentFrameLuma * 255.0f) / 255.0f;
-
- const FfxBoolean bSampleLumaHistory = (ffxMax(ffxMax(params.fDepthClipFactor, params.fAccumulationMask), fLuminanceDiff) < 0.1f) && (params.bIsNewSample == false);
- FfxFloat32x4 fCurrentFrameLumaHistory = bSampleLumaHistory ? SampleLumaHistory(params.fReprojectedHrUv) : FFX_BROADCAST_FLOAT32X4(0.0f);
-
- FfxFloat32 fLumaInstability = 0.0f;
- FfxFloat32 fDiffs0 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[N_MINUS_1]);
-
- FfxFloat32 fMin = abs(fDiffs0);
-
- if (fMin >= fUnormThreshold) {
- for (int i = N_MINUS_2; i <= N_MINUS_4; i++) {
- FfxFloat32 fDiffs1 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[i]);
-
- if (sign(fDiffs0) == sign(fDiffs1)) {
-
- // Scale difference to protect historically similar values
- const FfxFloat32 fMinBias = 1.0f;
- fMin = ffxMin(fMin, abs(fDiffs1) * fMinBias);
- }
- }
-
- const FfxFloat32 fBoxSize = clippingBox.boxVec.x;
- const FfxFloat32 fBoxSizeFactor = ffxPow(ffxSaturate(fBoxSize / 0.1f), 6.0f);
-
- fLumaInstability = FfxFloat32(fMin != abs(fDiffs0)) * fBoxSizeFactor;
- fLumaInstability = FfxFloat32(fLumaInstability > fUnormThreshold);
-
- fLumaInstability *= 1.0f - ffxMax(params.fAccumulationMask, ffxPow(fThisFrameReactiveFactor, 1.0f / 6.0f));
- }
-
- //shift history
- fCurrentFrameLumaHistory[N_MINUS_4] = fCurrentFrameLumaHistory[N_MINUS_3];
- fCurrentFrameLumaHistory[N_MINUS_3] = fCurrentFrameLumaHistory[N_MINUS_2];
- fCurrentFrameLumaHistory[N_MINUS_2] = fCurrentFrameLumaHistory[N_MINUS_1];
- fCurrentFrameLumaHistory[N_MINUS_1] = fCurrentFrameLuma;
-
- StoreLumaHistory(params.iPxHrPos, fCurrentFrameLumaHistory);
-
- return fLumaInstability * FfxFloat32(fCurrentFrameLumaHistory[N_MINUS_4] != 0);
-}
-
-FfxFloat32 ComputeTemporalReactiveFactor(const AccumulationPassCommonParams params, FfxFloat32 fTemporalReactiveFactor)
-{
- FfxFloat32 fNewFactor = ffxMin(0.99f, fTemporalReactiveFactor);
-
- fNewFactor = ffxMax(fNewFactor, ffxLerp(fNewFactor, 0.4f, ffxSaturate(params.fHrVelocity)));
-
- fNewFactor = ffxMax(fNewFactor * fNewFactor, ffxMax(params.fDepthClipFactor * 0.1f, params.fDilatedReactiveFactor));
-
- // Force reactive factor for new samples
- fNewFactor = params.bIsNewSample ? 1.0f : fNewFactor;
-
- if (ffxSaturate(params.fHrVelocity * 10.0f) >= 1.0f) {
- fNewFactor = ffxMax(FSR3UPSCALER_EPSILON, fNewFactor) * -1.0f;
- }
-
- return fNewFactor;
-}
-
-AccumulationPassCommonParams InitParams(FfxInt32x2 iPxHrPos)
-{
- AccumulationPassCommonParams params;
-
- params.iPxHrPos = iPxHrPos;
- const FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / DisplaySize();
- params.fHrUv = fHrUv;
-
- const FfxFloat32x2 fLrUvJittered = fHrUv + Jitter() / RenderSize();
- params.fLrUv_HwSampler = ClampUv(fLrUvJittered, RenderSize(), MaxRenderSize());
-
- params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv);
- params.fHrVelocity = GetPxHrVelocity(params.fMotionVector);
-
- ComputeReprojectedUVs(params, params.fReprojectedHrUv, params.bIsExistingSample);
-
- params.fDepthClipFactor = ffxSaturate(SampleDepthClip(params.fLrUv_HwSampler));
-
- const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(params.fLrUv_HwSampler);
- params.fDilatedReactiveFactor = fDilatedReactiveMasks.x;
- params.fAccumulationMask = fDilatedReactiveMasks.y;
- params.bIsResetFrame = (0 == FrameIndex());
-
- params.bIsNewSample = (params.bIsExistingSample == false || params.bIsResetFrame);
-
- return params;
-}
-
-void Accumulate(FfxInt32x2 iPxHrPos)
-{
- const AccumulationPassCommonParams params = InitParams(iPxHrPos);
-
- FfxFloat32x3 fHistoryColor = FfxFloat32x3(0, 0, 0);
- FfxFloat32x2 fLockStatus;
- InitializeNewLockSample(fLockStatus);
-
- FfxFloat32 fTemporalReactiveFactor = 0.0f;
- FfxBoolean bInMotionLastFrame = FFX_FALSE;
- LockState lockState = { FFX_FALSE , FFX_FALSE };
- if (params.bIsExistingSample && !params.bIsResetFrame) {
- ReprojectHistoryColor(params, fHistoryColor, fTemporalReactiveFactor, bInMotionLastFrame);
- lockState = ReprojectHistoryLockStatus(params, fLockStatus);
- }
-
- FfxFloat32 fThisFrameReactiveFactor = ffxMax(params.fDilatedReactiveFactor, fTemporalReactiveFactor);
-
- FfxFloat32 fLuminanceDiff = 0.0f;
- FfxFloat32 fLockContributionThisFrame = 0.0f;
- UpdateLockStatus(params, fThisFrameReactiveFactor, lockState, fLockStatus, fLockContributionThisFrame, fLuminanceDiff);
-
- // Load upsampled input color
- RectificationBox clippingBox;
- FfxFloat32x4 fUpsampledColorAndWeight = ComputeUpsampledColorAndWeight(params, clippingBox, fThisFrameReactiveFactor);
-
- const FfxFloat32 fLumaInstabilityFactor = ComputeLumaInstabilityFactor(params, clippingBox, fThisFrameReactiveFactor, fLuminanceDiff);
-
-
- FfxFloat32x3 fAccumulation = ComputeBaseAccumulationWeight(params, fThisFrameReactiveFactor, bInMotionLastFrame, fUpsampledColorAndWeight.w, lockState);
-
- if (params.bIsNewSample) {
- fHistoryColor = YCoCgToRGB(fUpsampledColorAndWeight.xyz);
- }
- else {
- RectifyHistory(params, clippingBox, fHistoryColor, fAccumulation, fLockContributionThisFrame, fThisFrameReactiveFactor, fLumaInstabilityFactor);
-
- Accumulate(params, fHistoryColor, fAccumulation, fUpsampledColorAndWeight);
- }
-
- fHistoryColor = UnprepareRgb(fHistoryColor, Exposure());
-
- FinalizeLockStatus(params, fLockStatus, fUpsampledColorAndWeight.w);
-
- // Get new temporal reactive factor
- fTemporalReactiveFactor = ComputeTemporalReactiveFactor(params, fThisFrameReactiveFactor);
-
- StoreInternalColorAndWeight(iPxHrPos, FfxFloat32x4(fHistoryColor, fTemporalReactiveFactor));
-
- // Output final color when RCAS is disabled
-#if FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING == 0
- WriteUpscaledOutput(iPxHrPos, fHistoryColor);
-#endif
- StoreNewLocks(iPxHrPos, 0);
-}
-
-#endif // FFX_FSR3UPSCALER_ACCUMULATE_H
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta
deleted file mode 100644
index eea2b8ac..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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- isPreloaded: 0
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- Any:
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- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
- Editor:
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- Linux64:
- enabled: 0
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- userData:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h
deleted file mode 100644
index 13b317ab..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h
+++ /dev/null
@@ -1,928 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#include "ffx_fsr3upscaler_resources.h"
-
-#if defined(FFX_GPU)
-#ifdef __hlsl_dx_compiler
-#pragma dxc diagnostic push
-#pragma dxc diagnostic ignored "-Wambig-lit-shift"
-#endif //__hlsl_dx_compiler
-#include "ffx_core.h"
-#ifdef __hlsl_dx_compiler
-#pragma dxc diagnostic pop
-#endif //__hlsl_dx_compiler
-#endif // #if defined(FFX_GPU)
-
-#if defined(FFX_GPU)
-#ifndef FFX_PREFER_WAVE64
-#define FFX_PREFER_WAVE64
-#endif // FFX_PREFER_WAVE64
-
-#if defined(FFX_GPU)
-#pragma warning(disable: 3205) // conversion from larger type to smaller
-#endif // #if defined(FFX_GPU)
-
-#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
-#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
-#define DECLARE_CB_REGISTER(regIndex) b##regIndex
-#define FFX_FSR3UPSCALER_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
-#define FFX_FSR3UPSCALER_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
-#define FFX_FSR3UPSCALER_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
-
-#if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
- cbuffer cbFSR3Upscaler : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
- {
- FfxInt32x2 iRenderSize;
- FfxInt32x2 iMaxRenderSize;
- FfxInt32x2 iDisplaySize;
- FfxInt32x2 iInputColorResourceDimensions;
- FfxInt32x2 iLumaMipDimensions;
- FfxInt32 iLumaMipLevelToUse;
- FfxInt32 iFrameIndex;
-
- FfxFloat32x4 fDeviceToViewDepth;
- FfxFloat32x2 fJitter;
- FfxFloat32x2 fMotionVectorScale;
- FfxFloat32x2 fDownscaleFactor;
- FfxFloat32x2 fMotionVectorJitterCancellation;
- FfxFloat32 fPreExposure;
- FfxFloat32 fPreviousFramePreExposure;
- FfxFloat32 fTanHalfFOV;
- FfxFloat32 fJitterSequenceLength;
- FfxFloat32 fDeltaTime;
- FfxFloat32 fDynamicResChangeFactor;
- FfxFloat32 fViewSpaceToMetersFactor;
-
- FfxInt32 iDummy;
- };
-
-#define FFX_FSR3UPSCALER_CONSTANT_BUFFER_1_SIZE (sizeof(cbFSR3Upscaler) / 4) // Number of 32-bit values. This must be kept in sync with the cbFSR3Upscaler size.
-
-/* Define getter functions in the order they are defined in the CB! */
-FfxInt32x2 RenderSize()
-{
- return iRenderSize;
-}
-
-FfxInt32x2 MaxRenderSize()
-{
- return iMaxRenderSize;
-}
-
-FfxInt32x2 DisplaySize()
-{
- return iDisplaySize;
-}
-
-FfxInt32x2 InputColorResourceDimensions()
-{
- return iInputColorResourceDimensions;
-}
-
-FfxInt32x2 LumaMipDimensions()
-{
- return iLumaMipDimensions;
-}
-
-FfxInt32 LumaMipLevelToUse()
-{
- return iLumaMipLevelToUse;
-}
-
-FfxInt32 FrameIndex()
-{
- return iFrameIndex;
-}
-
-FfxFloat32x2 Jitter()
-{
- return fJitter;
-}
-
-FfxFloat32x4 DeviceToViewSpaceTransformFactors()
-{
- return fDeviceToViewDepth;
-}
-
-FfxFloat32x2 MotionVectorScale()
-{
- return fMotionVectorScale;
-}
-
-FfxFloat32x2 DownscaleFactor()
-{
- return fDownscaleFactor;
-}
-
-FfxFloat32x2 MotionVectorJitterCancellation()
-{
- return fMotionVectorJitterCancellation;
-}
-
-FfxFloat32 PreExposure()
-{
- return fPreExposure;
-}
-
-FfxFloat32 PreviousFramePreExposure()
-{
- return fPreviousFramePreExposure;
-}
-
-FfxFloat32 TanHalfFoV()
-{
- return fTanHalfFOV;
-}
-
-FfxFloat32 JitterSequenceLength()
-{
- return fJitterSequenceLength;
-}
-
-FfxFloat32 DeltaTime()
-{
- return fDeltaTime;
-}
-
-FfxFloat32 DynamicResChangeFactor()
-{
- return fDynamicResChangeFactor;
-}
-
-FfxFloat32 ViewSpaceToMetersFactor()
-{
- return fViewSpaceToMetersFactor;
-}
-#endif // #if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
-
-#define FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(p) FFX_FSR3UPSCALER_ROOTSIG_STR(p)
-#define FFX_FSR3UPSCALER_ROOTSIG_STR(p) #p
-#define FFX_FSR3UPSCALER_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
- "DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
- "RootConstants(num32BitConstants=" FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_CONSTANT_BUFFER_1_SIZE) ", b0), " \
- "StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \
- "addressU = TEXTURE_ADDRESS_CLAMP, " \
- "addressV = TEXTURE_ADDRESS_CLAMP, " \
- "addressW = TEXTURE_ADDRESS_CLAMP, " \
- "comparisonFunc = COMPARISON_NEVER, " \
- "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \
- "StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
- "addressU = TEXTURE_ADDRESS_CLAMP, " \
- "addressV = TEXTURE_ADDRESS_CLAMP, " \
- "addressW = TEXTURE_ADDRESS_CLAMP, " \
- "comparisonFunc = COMPARISON_NEVER, " \
- "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
-
-#define FFX_FSR3UPSCALER_CONSTANT_BUFFER_2_SIZE 6 // Number of 32-bit values. This must be kept in sync with max( cbRCAS , cbSPD) size.
-
-#define FFX_FSR3UPSCALER_CB2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
- "DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
- "RootConstants(num32BitConstants=" FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_CONSTANT_BUFFER_1_SIZE) ", b0), " \
- "RootConstants(num32BitConstants=" FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_CONSTANT_BUFFER_2_SIZE) ", b1), " \
- "StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \
- "addressU = TEXTURE_ADDRESS_CLAMP, " \
- "addressV = TEXTURE_ADDRESS_CLAMP, " \
- "addressW = TEXTURE_ADDRESS_CLAMP, " \
- "comparisonFunc = COMPARISON_NEVER, " \
- "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \
- "StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
- "addressU = TEXTURE_ADDRESS_CLAMP, " \
- "addressV = TEXTURE_ADDRESS_CLAMP, " \
- "addressW = TEXTURE_ADDRESS_CLAMP, " \
- "comparisonFunc = COMPARISON_NEVER, " \
- "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
-#if defined(FFX_FSR3UPSCALER_EMBED_ROOTSIG)
-#define FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT FFX_FSR3UPSCALER_ROOTSIG
-#define FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT FFX_FSR3UPSCALER_CB2_ROOTSIG
-#else
-#define FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
-#define FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT
-#endif // #if FFX_FSR3UPSCALER_EMBED_ROOTSIG
-
-#if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
-cbuffer cbGenerateReactive : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
-{
- FfxFloat32 fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
- FfxFloat32 fTcScale;
- FfxFloat32 fReactiveScale;
- FfxFloat32 fReactiveMax;
-};
-
-FfxFloat32 TcThreshold()
-{
- return fTcThreshold;
-}
-
-FfxFloat32 TcScale()
-{
- return fTcScale;
-}
-
-FfxFloat32 ReactiveScale()
-{
- return fReactiveScale;
-}
-
-FfxFloat32 ReactiveMax()
-{
- return fReactiveMax;
-}
-#endif // #if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
-
-#if defined(FSR3UPSCALER_BIND_CB_RCAS)
-cbuffer cbRCAS : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_RCAS)
-{
- FfxUInt32x4 rcasConfig;
-};
-
-FfxUInt32x4 RCASConfig()
-{
- return rcasConfig;
-}
-#endif // #if defined(FSR3UPSCALER_BIND_CB_RCAS)
-
-
-#if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
-cbuffer cbGenerateReactive : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_REACTIVE)
-{
- FfxFloat32 gen_reactive_scale;
- FfxFloat32 gen_reactive_threshold;
- FfxFloat32 gen_reactive_binaryValue;
- FfxUInt32 gen_reactive_flags;
-};
-
-FfxFloat32 GenReactiveScale()
-{
- return gen_reactive_scale;
-}
-
-FfxFloat32 GenReactiveThreshold()
-{
- return gen_reactive_threshold;
-}
-
-FfxFloat32 GenReactiveBinaryValue()
-{
- return gen_reactive_binaryValue;
-}
-
-FfxUInt32 GenReactiveFlags()
-{
- return gen_reactive_flags;
-}
-#endif // #if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
-
-#if defined(FSR3UPSCALER_BIND_CB_SPD)
-cbuffer cbSPD : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_SPD) {
-
- FfxUInt32 mips;
- FfxUInt32 numWorkGroups;
- FfxUInt32x2 workGroupOffset;
- FfxUInt32x2 renderSize;
-};
-
-FfxUInt32 MipCount()
-{
- return mips;
-}
-
-FfxUInt32 NumWorkGroups()
-{
- return numWorkGroups;
-}
-
-FfxUInt32x2 WorkGroupOffset()
-{
- return workGroupOffset;
-}
-
-FfxUInt32x2 SPD_RenderSize()
-{
- return renderSize;
-}
-#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD)
-
-// Declare and sample camera buffers as regular textures, unless overridden
-#if !defined(UNITY_FSR3_TEX2D)
-#define UNITY_FSR3_TEX2D(type) Texture2D
-#endif
-#if !defined(UNITY_FSR3_RWTEX2D)
-#define UNITY_FSR3_RWTEX2D(type) RWTexture2D
-#endif
-#if !defined(UNITY_FSR3_POS)
-#define UNITY_FSR3_POS(pxPos) (pxPos)
-#endif
-#if !defined(UNITY_FSR3_UV)
-#define UNITY_FSR3_UV(uv) (uv)
-#endif
-
-SamplerState s_PointClamp : register(s0);
-SamplerState s_LinearClamp : register(s1);
-
- // SRVs
- #if defined FSR3UPSCALER_BIND_SRV_INPUT_COLOR
- UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_COLOR);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY
- UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS
- UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_INPUT_DEPTH
- UNITY_FSR3_TEX2D(FfxFloat32) r_input_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE
- Texture2D r_input_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE
- Texture2D r_auto_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_REACTIVE_MASK
- UNITY_FSR3_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK
- UNITY_FSR3_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH
- Texture2D r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS
- Texture2D r_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS
- Texture2D r_previous_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_DILATED_DEPTH
- Texture2D r_dilated_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED
- Texture2D r_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_LOCK_STATUS
- Texture2D r_lock_status : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LOCK_STATUS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA
- Texture2D r_lock_input_luma : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_NEW_LOCKS
- Texture2D r_new_locks : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_NEW_LOCKS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR
- Texture2D r_prepared_input_color : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_LUMA_HISTORY
- Texture2D r_luma_history : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_RCAS_INPUT
- Texture2D r_rcas_input : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RCAS_INPUT);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_LANCZOS_LUT
- Texture2D r_lanczos_lut : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS
- Texture2D r_imgMips : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT
- Texture2D r_upsample_maximum_bias_lut : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS
- Texture2D r_dilated_reactive_masks : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS);
- #endif
-
- #if defined FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR
- Texture2D r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
- #endif
- #if defined FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR
- Texture2D r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
- #endif
-
- // UAV declarations
- #if defined FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
- RWTexture2D rw_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS
- RWTexture2D rw_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_DILATED_DEPTH
- RWTexture2D rw_dilated_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED
- RWTexture2D rw_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_LOCK_STATUS
- RWTexture2D rw_lock_status : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LOCK_STATUS);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA
- RWTexture2D rw_lock_input_luma : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_NEW_LOCKS
- RWTexture2D rw_new_locks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_NEW_LOCKS);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR
- RWTexture2D rw_prepared_input_color : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_LUMA_HISTORY
- RWTexture2D rw_luma_history : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT
- UNITY_FSR3_RWTEX2D(FfxFloat32x4) rw_upscaled_output : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
- globallycoherent RWTexture2D rw_img_mip_shading_change : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
- globallycoherent RWTexture2D rw_img_mip_5 : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS
- RWTexture2D rw_dilated_reactive_masks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE
- RWTexture2D rw_exposure : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_EXPOSURE);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE
- RWTexture2D rw_auto_exposure : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
- globallycoherent RWTexture2D rw_spd_global_atomic : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC);
- #endif
-
- #if defined FSR3UPSCALER_BIND_UAV_AUTOREACTIVE
- RWTexture2D rw_output_autoreactive : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION
- RWTexture2D rw_output_autocomposition : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR
- RWTexture2D rw_output_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR);
- #endif
- #if defined FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR
- RWTexture2D rw_output_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR);
- #endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS)
-FfxFloat32 LoadMipLuma(FfxUInt32x2 iPxPos, FfxUInt32 mipLevel)
-{
- return r_imgMips.mips[mipLevel][iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS)
-FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxUInt32 mipLevel)
-{
- return r_imgMips.SampleLevel(s_LinearClamp, fUV, mipLevel);
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH)
-FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos)
-{
- return r_input_depth[UNITY_FSR3_POS(iPxPos)];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH)
-FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
-{
- return r_input_depth.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).x;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
-FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
-{
- return r_reactive_mask[UNITY_FSR3_POS(iPxPos)];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
-FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
-{
- return r_transparency_and_composition_mask[UNITY_FSR3_POS(iPxPos)];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR)
-FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos)
-{
- return r_input_color_jittered[UNITY_FSR3_POS(iPxPos)].rgb;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR)
-FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
-{
- return r_input_color_jittered.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).rgb;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR)
-FfxFloat32x3 LoadPreparedInputColor(FfxUInt32x2 iPxPos)
-{
- return r_prepared_input_color[iPxPos].xyz;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS)
-FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos)
-{
- FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[UNITY_FSR3_POS(iPxDilatedMotionVectorPos)].xy;
-
- FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
-
-#if FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
- fUvMotionVector -= MotionVectorJitterCancellation();
-#endif
-
- return fUvMotionVector;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED)
-FfxFloat32x4 LoadHistory(FfxUInt32x2 iPxHistory)
-{
- return r_internal_upscaled_color[iPxHistory];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY)
-void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
-{
- rw_luma_history[iPxPos] = fLumaHistory;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY)
-FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
-{
- return r_luma_history.SampleLevel(s_LinearClamp, fUV, 0);
-}
-#endif
-
-FfxFloat32x4 LoadRCAS_Input(FfxInt32x2 iPxPos)
-{
-#if defined(FSR3UPSCALER_BIND_SRV_RCAS_INPUT)
- return r_rcas_input[iPxPos];
-#else
- return 0.0;
-#endif
-}
-
-#if defined(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED)
-void StoreReprojectedHistory(FfxUInt32x2 iPxHistory, FfxFloat32x4 fHistory)
-{
- rw_internal_upscaled_color[iPxHistory] = fHistory;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED)
-void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
-{
- rw_internal_upscaled_color[iPxPos] = fColorAndWeight;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT)
-void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
-{
- rw_upscaled_output[UNITY_FSR3_POS(iPxPos)] = FfxFloat32x4(fColor, 1.f);
-}
-#endif
-
-//LOCK_LIFETIME_REMAINING == 0
-//Should make LockInitialLifetime() return a const 1.0f later
-#if defined(FSR3UPSCALER_BIND_SRV_LOCK_STATUS)
-FfxFloat32x2 LoadLockStatus(FfxUInt32x2 iPxPos)
-{
- return r_lock_status[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_LOCK_STATUS)
-void StoreLockStatus(FfxUInt32x2 iPxPos, FfxFloat32x2 fLockStatus)
-{
- rw_lock_status[iPxPos] = fLockStatus;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA)
-FfxFloat32 LoadLockInputLuma(FfxUInt32x2 iPxPos)
-{
- return r_lock_input_luma[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA)
-void StoreLockInputLuma(FfxUInt32x2 iPxPos, FfxFloat32 fLuma)
-{
- rw_lock_input_luma[iPxPos] = fLuma;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_NEW_LOCKS)
-FfxFloat32 LoadNewLocks(FfxUInt32x2 iPxPos)
-{
- return r_new_locks[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_NEW_LOCKS)
-FfxFloat32 LoadRwNewLocks(FfxUInt32x2 iPxPos)
-{
- return rw_new_locks[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_NEW_LOCKS)
-void StoreNewLocks(FfxUInt32x2 iPxPos, FfxFloat32 newLock)
-{
- rw_new_locks[iPxPos] = newLock;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR)
-void StorePreparedInputColor(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped)
-{
- rw_prepared_input_color[iPxPos] = fTonemapped;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR)
-FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV)
-{
- return r_prepared_input_color.SampleLevel(s_LinearClamp, fUV, 0).w;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_LOCK_STATUS)
-FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV)
-{
- FfxFloat32x2 fLockStatus = r_lock_status.SampleLevel(s_LinearClamp, fUV, 0);
- return fLockStatus;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
-FfxFloat32 LoadReconstructedPrevDepth(FfxUInt32x2 iPxPos)
-{
- return asfloat(r_reconstructed_previous_nearest_depth[iPxPos]);
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
-void StoreReconstructedDepth(FfxUInt32x2 iPxSample, FfxFloat32 fDepth)
-{
- FfxUInt32 uDepth = asuint(fDepth);
-
- #if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
- InterlockedMax(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth);
- #else
- InterlockedMin(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); // min for standard, max for inverted depth
- #endif
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
-void SetReconstructedDepth(FfxUInt32x2 iPxSample, const FfxUInt32 uValue)
-{
- rw_reconstructed_previous_nearest_depth[iPxSample] = uValue;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH)
-void StoreDilatedDepth(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
-{
- rw_dilated_depth[iPxPos] = fDepth;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS)
-void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
-{
- rw_dilated_motion_vectors[iPxPos] = fMotionVector;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS)
-FfxFloat32x2 LoadDilatedMotionVector(FfxUInt32x2 iPxInput)
-{
- return r_dilated_motion_vectors[iPxInput].xy;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS)
-FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxUInt32x2 iPxInput)
-{
- return r_previous_dilated_motion_vectors[iPxInput].xy;
-}
-
-FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 uv)
-{
- return r_previous_dilated_motion_vectors.SampleLevel(s_LinearClamp, uv, 0).xy;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH)
-FfxFloat32 LoadDilatedDepth(FfxUInt32x2 iPxInput)
-{
- return r_dilated_depth[iPxInput];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE)
-FfxFloat32 Exposure()
-{
- FfxFloat32 exposure = r_input_exposure[FfxUInt32x2(0, 0)].x;
-
- if (exposure == 0.0f) {
- exposure = 1.0f;
- }
-
- return exposure;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE)
-FfxFloat32 AutoExposure()
-{
- FfxFloat32 exposure = r_auto_exposure[FfxUInt32x2(0, 0)].x;
-
- if (exposure == 0.0f) {
- exposure = 1.0f;
- }
-
- return exposure;
-}
-#endif
-
-FfxFloat32 SampleLanczos2Weight(FfxFloat32 x)
-{
-#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT)
- return r_lanczos_lut.SampleLevel(s_LinearClamp, FfxFloat32x2(x / 2, 0.5f), 0);
-#else
- return 0.f;
-#endif
-}
-
-#if defined(FSR3UPSCALER_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT)
-FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv)
-{
- // Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range.
- return FfxFloat32(2.0) * r_upsample_maximum_bias_lut.SampleLevel(s_LinearClamp, abs(uv) * 2.0, 0);
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS)
-FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
-{
- return r_dilated_reactive_masks.SampleLevel(s_LinearClamp, fUV, 0);
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS)
-FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos)
-{
- return r_dilated_reactive_masks[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS)
-void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks)
-{
- rw_dilated_reactive_masks[iPxPos] = fDilatedReactiveMasks;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY)
-FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
-{
- return r_input_opaque_only[UNITY_FSR3_POS(iPxPos)].xyz;
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR)
-FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
-{
- return r_input_prev_color_pre_alpha[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR)
-FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
-{
- return r_input_prev_color_post_alpha[iPxPos];
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE)
-#if defined(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION)
-void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
-{
- rw_output_autoreactive[iPxPos] = fReactive.x;
-
- rw_output_autocomposition[iPxPos] = fReactive.y;
-}
-#endif
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR)
-void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
-{
- rw_output_prev_color_pre_alpha[iPxPos] = color;
-
-}
-#endif
-
-#if defined(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR)
-void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
-{
- rw_output_prev_color_post_alpha[iPxPos] = color;
-}
-#endif
-
-FfxFloat32x2 SPD_LoadExposureBuffer()
-{
-#if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE
- return rw_auto_exposure[FfxInt32x2(0, 0)];
-#else
- return FfxFloat32x2(0.f, 0.f);
-#endif // #if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE
-}
-
-void SPD_SetExposureBuffer(FfxFloat32x2 value)
-{
-#if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE
- rw_auto_exposure[FfxInt32x2(0, 0)] = value;
-#endif // #if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE
-}
-
-FfxFloat32x4 SPD_LoadMipmap5(FfxInt32x2 iPxPos)
-{
-#if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
- return FfxFloat32x4(rw_img_mip_5[iPxPos], 0, 0, 0);
-#else
- return FfxFloat32x4(0.f, 0.f, 0.f, 0.f);
-#endif // #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
-}
-
-void SPD_SetMipmap(FfxInt32x2 iPxPos, FfxUInt32 slice, FfxFloat32 value)
-{
- switch (slice)
- {
- case FFX_FSR3UPSCALER_SHADING_CHANGE_MIP_LEVEL:
-#if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
- rw_img_mip_shading_change[iPxPos] = value;
-#endif // #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
- break;
- case 5:
-#if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
- rw_img_mip_5[iPxPos] = value;
-#endif // #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
- break;
- default:
-
- // avoid flattened side effect
-#if defined(FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE)
- rw_img_mip_shading_change[iPxPos] = rw_img_mip_shading_change[iPxPos];
-#elif defined(FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5)
- rw_img_mip_5[iPxPos] = rw_img_mip_5[iPxPos];
-#endif // #if defined FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5
- break;
- }
-}
-
-void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter)
-{
-#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
- InterlockedAdd(rw_spd_global_atomic[FfxInt32x2(0, 0)], 1, spdCounter);
-#endif // #if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
-}
-
-void SPD_ResetAtomicCounter()
-{
-#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
- rw_spd_global_atomic[FfxInt32x2(0, 0)] = 0;
-#endif // #if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
-}
-
-#endif // #if defined(FFX_GPU)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
deleted file mode 100644
index 52238857..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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-PluginImporter:
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- isPreloaded: 0
- isOverridable: 0
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- settings:
- Exclude Editor: 1
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- Exclude Win: 1
- Exclude Win64: 1
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- Linux64:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h
deleted file mode 100644
index 1f78a291..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h
+++ /dev/null
@@ -1,566 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#if !defined(FFX_FSR3UPSCALER_COMMON_H)
-#define FFX_FSR3UPSCALER_COMMON_H
-
-#if defined(FFX_CPU) || defined(FFX_GPU)
-//Locks
-#define LOCK_LIFETIME_REMAINING 0
-#define LOCK_TEMPORAL_LUMA 1
-#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
-
-#if defined(FFX_GPU)
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP16_MIN = 6.10e-05f;
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP16_MAX = 65504.0f;
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_EPSILON = 1e-03f;
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_TONEMAP_EPSILON = 1.0f / FSR3UPSCALER_FP16_MAX;
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_FLT_MAX = 3.402823466e+38f;
-FFX_STATIC const FfxFloat32 FSR3UPSCALER_FLT_MIN = 1.175494351e-38f;
-
-// treat vector truncation warnings as errors
-#pragma warning(error: 3206)
-
-// suppress warnings
-#pragma warning(disable: 3205) // conversion from larger type to smaller
-#pragma warning(disable: 3571) // in ffxPow(f, e), f could be negative
-
-// Reconstructed depth usage
-FFX_STATIC const FfxFloat32 fReconstructedDepthBilinearWeightThreshold = 0.01f;
-
-// Accumulation
-FFX_STATIC const FfxFloat32 fUpsampleLanczosWeightScale = 1.0f / 12.0f;
-FFX_STATIC const FfxFloat32 fMaxAccumulationLanczosWeight = 1.0f;
-FFX_STATIC const FfxFloat32 fAverageLanczosWeightPerFrame = 0.74f * fUpsampleLanczosWeightScale; // Average lanczos weight for jitter accumulated samples
-FFX_STATIC const FfxFloat32 fAccumulationMaxOnMotion = 3.0f * fUpsampleLanczosWeightScale;
-
-// Auto exposure
-FFX_STATIC const FfxFloat32 resetAutoExposureAverageSmoothing = 1e8f;
-
-struct AccumulationPassCommonParams
-{
- FfxInt32x2 iPxHrPos;
- FfxFloat32x2 fHrUv;
- FfxFloat32x2 fLrUv_HwSampler;
- FfxFloat32x2 fMotionVector;
- FfxFloat32x2 fReprojectedHrUv;
- FfxFloat32 fHrVelocity;
- FfxFloat32 fDepthClipFactor;
- FfxFloat32 fDilatedReactiveFactor;
- FfxFloat32 fAccumulationMask;
-
- FfxBoolean bIsResetFrame;
- FfxBoolean bIsExistingSample;
- FfxBoolean bIsNewSample;
-};
-
-struct LockState
-{
- FfxBoolean NewLock; //Set for both unique new and re-locked new
- FfxBoolean WasLockedPrevFrame; //Set to identify if the pixel was already locked (relock)
-};
-
-void InitializeNewLockSample(FFX_PARAMETER_OUT FfxFloat32x2 fLockStatus)
-{
- fLockStatus = FfxFloat32x2(0, 0);
-}
-
-#if FFX_HALF
-void InitializeNewLockSample(FFX_PARAMETER_OUT FFX_MIN16_F2 fLockStatus)
-{
- fLockStatus = FFX_MIN16_F2(0, 0);
-}
-#endif
-
-
-void KillLock(FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus)
-{
- fLockStatus[LOCK_LIFETIME_REMAINING] = 0;
-}
-
-#if FFX_HALF
-void KillLock(FFX_PARAMETER_INOUT FFX_MIN16_F2 fLockStatus)
-{
- fLockStatus[LOCK_LIFETIME_REMAINING] = FFX_MIN16_F(0);
-}
-#endif
-
-struct RectificationBox
-{
- FfxFloat32x3 boxCenter;
- FfxFloat32x3 boxVec;
- FfxFloat32x3 aabbMin;
- FfxFloat32x3 aabbMax;
- FfxFloat32 fBoxCenterWeight;
-};
-#if FFX_HALF
-struct RectificationBoxMin16
-{
- FFX_MIN16_F3 boxCenter;
- FFX_MIN16_F3 boxVec;
- FFX_MIN16_F3 aabbMin;
- FFX_MIN16_F3 aabbMax;
- FFX_MIN16_F fBoxCenterWeight;
-};
-#endif
-
-void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBox rectificationBox)
-{
- rectificationBox.fBoxCenterWeight = FfxFloat32(0);
-
- rectificationBox.boxCenter = FfxFloat32x3(0, 0, 0);
- rectificationBox.boxVec = FfxFloat32x3(0, 0, 0);
- rectificationBox.aabbMin = FfxFloat32x3(FSR3UPSCALER_FLT_MAX, FSR3UPSCALER_FLT_MAX, FSR3UPSCALER_FLT_MAX);
- rectificationBox.aabbMax = -FfxFloat32x3(FSR3UPSCALER_FLT_MAX, FSR3UPSCALER_FLT_MAX, FSR3UPSCALER_FLT_MAX);
-}
-#if FFX_HALF
-void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox)
-{
- rectificationBox.fBoxCenterWeight = FFX_MIN16_F(0);
-
- rectificationBox.boxCenter = FFX_MIN16_F3(0, 0, 0);
- rectificationBox.boxVec = FFX_MIN16_F3(0, 0, 0);
- rectificationBox.aabbMin = FFX_MIN16_F3(FSR3UPSCALER_FP16_MAX, FSR3UPSCALER_FP16_MAX, FSR3UPSCALER_FP16_MAX);
- rectificationBox.aabbMax = -FFX_MIN16_F3(FSR3UPSCALER_FP16_MAX, FSR3UPSCALER_FP16_MAX, FSR3UPSCALER_FP16_MAX);
-}
-#endif
-
-void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight)
-{
- rectificationBox.aabbMin = colorSample;
- rectificationBox.aabbMax = colorSample;
-
- FfxFloat32x3 weightedSample = colorSample * fSampleWeight;
- rectificationBox.boxCenter = weightedSample;
- rectificationBox.boxVec = colorSample * weightedSample;
- rectificationBox.fBoxCenterWeight = fSampleWeight;
-}
-
-void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight)
-{
- if (bInitialSample) {
- RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight);
- } else {
- rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample);
- rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample);
-
- FfxFloat32x3 weightedSample = colorSample * fSampleWeight;
- rectificationBox.boxCenter += weightedSample;
- rectificationBox.boxVec += colorSample * weightedSample;
- rectificationBox.fBoxCenterWeight += fSampleWeight;
- }
-}
-#if FFX_HALF
-void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight)
-{
- rectificationBox.aabbMin = colorSample;
- rectificationBox.aabbMax = colorSample;
-
- FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight;
- rectificationBox.boxCenter = weightedSample;
- rectificationBox.boxVec = colorSample * weightedSample;
- rectificationBox.fBoxCenterWeight = fSampleWeight;
-}
-
-void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight)
-{
- if (bInitialSample) {
- RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight);
- } else {
- rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample);
- rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample);
-
- FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight;
- rectificationBox.boxCenter += weightedSample;
- rectificationBox.boxVec += colorSample * weightedSample;
- rectificationBox.fBoxCenterWeight += fSampleWeight;
- }
-}
-#endif
-
-void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBox rectificationBox)
-{
- rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FfxFloat32(FSR3UPSCALER_EPSILON) ? rectificationBox.fBoxCenterWeight : FfxFloat32(1.f));
- rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight;
- rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight;
- FfxFloat32x3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter));
- rectificationBox.boxVec = stdDev;
-}
-#if FFX_HALF
-void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox)
-{
- rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FFX_MIN16_F(FSR3UPSCALER_EPSILON) ? rectificationBox.fBoxCenterWeight : FFX_MIN16_F(1.f));
- rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight;
- rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight;
- FFX_MIN16_F3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter));
- rectificationBox.boxVec = stdDev;
-}
-#endif
-
-FfxFloat32x3 SafeRcp3(FfxFloat32x3 v)
-{
- return (all(FFX_NOT_EQUAL(v, FfxFloat32x3(0, 0, 0)))) ? (FfxFloat32x3(1, 1, 1) / v) : FfxFloat32x3(0, 0, 0);
-}
-#if FFX_HALF
-FFX_MIN16_F3 SafeRcp3(FFX_MIN16_F3 v)
-{
- return (all(FFX_NOT_EQUAL(v, FFX_MIN16_F3(0, 0, 0)))) ? (FFX_MIN16_F3(1, 1, 1) / v) : FFX_MIN16_F3(0, 0, 0);
-}
-#endif
-
-FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1)
-{
- const FfxFloat32 m = ffxMax(v0, v1);
- return m != 0 ? ffxMin(v0, v1) / m : 0;
-}
-
-#if FFX_HALF
-FFX_MIN16_F MinDividedByMax(const FFX_MIN16_F v0, const FFX_MIN16_F v1)
-{
- const FFX_MIN16_F m = ffxMax(v0, v1);
- return m != FFX_MIN16_F(0) ? ffxMin(v0, v1) / m : FFX_MIN16_F(0);
-}
-#endif
-
-FfxFloat32x3 YCoCgToRGB(FfxFloat32x3 fYCoCg)
-{
- FfxFloat32x3 fRgb;
-
- fRgb = FfxFloat32x3(
- fYCoCg.x + fYCoCg.y - fYCoCg.z,
- fYCoCg.x + fYCoCg.z,
- fYCoCg.x - fYCoCg.y - fYCoCg.z);
-
- return fRgb;
-}
-#if FFX_HALF
-FFX_MIN16_F3 YCoCgToRGB(FFX_MIN16_F3 fYCoCg)
-{
- FFX_MIN16_F3 fRgb;
-
- fRgb = FFX_MIN16_F3(
- fYCoCg.x + fYCoCg.y - fYCoCg.z,
- fYCoCg.x + fYCoCg.z,
- fYCoCg.x - fYCoCg.y - fYCoCg.z);
-
- return fRgb;
-}
-#endif
-
-FfxFloat32x3 RGBToYCoCg(FfxFloat32x3 fRgb)
-{
- FfxFloat32x3 fYCoCg;
-
- fYCoCg = FfxFloat32x3(
- 0.25f * fRgb.r + 0.5f * fRgb.g + 0.25f * fRgb.b,
- 0.5f * fRgb.r - 0.5f * fRgb.b,
- -0.25f * fRgb.r + 0.5f * fRgb.g - 0.25f * fRgb.b);
-
- return fYCoCg;
-}
-#if FFX_HALF
-FFX_MIN16_F3 RGBToYCoCg(FFX_MIN16_F3 fRgb)
-{
- FFX_MIN16_F3 fYCoCg;
-
- fYCoCg = FFX_MIN16_F3(
- 0.25 * fRgb.r + 0.5 * fRgb.g + 0.25 * fRgb.b,
- 0.5 * fRgb.r - 0.5 * fRgb.b,
- -0.25 * fRgb.r + 0.5 * fRgb.g - 0.25 * fRgb.b);
-
- return fYCoCg;
-}
-#endif
-
-FfxFloat32 RGBToLuma(FfxFloat32x3 fLinearRgb)
-{
- return dot(fLinearRgb, FfxFloat32x3(0.2126f, 0.7152f, 0.0722f));
-}
-#if FFX_HALF
-FFX_MIN16_F RGBToLuma(FFX_MIN16_F3 fLinearRgb)
-{
- return dot(fLinearRgb, FFX_MIN16_F3(0.2126f, 0.7152f, 0.0722f));
-}
-#endif
-
-FfxFloat32 RGBToPerceivedLuma(FfxFloat32x3 fLinearRgb)
-{
- FfxFloat32 fLuminance = RGBToLuma(fLinearRgb);
-
- FfxFloat32 fPercievedLuminance = 0;
- if (fLuminance <= 216.0f / 24389.0f) {
- fPercievedLuminance = fLuminance * (24389.0f / 27.0f);
- }
- else {
- fPercievedLuminance = ffxPow(fLuminance, 1.0f / 3.0f) * 116.0f - 16.0f;
- }
-
- return fPercievedLuminance * 0.01f;
-}
-#if FFX_HALF
-FFX_MIN16_F RGBToPerceivedLuma(FFX_MIN16_F3 fLinearRgb)
-{
- FFX_MIN16_F fLuminance = RGBToLuma(fLinearRgb);
-
- FFX_MIN16_F fPercievedLuminance = FFX_MIN16_F(0);
- if (fLuminance <= FFX_MIN16_F(216.0f / 24389.0f)) {
- fPercievedLuminance = fLuminance * FFX_MIN16_F(24389.0f / 27.0f);
- }
- else {
- fPercievedLuminance = ffxPow(fLuminance, FFX_MIN16_F(1.0f / 3.0f)) * FFX_MIN16_F(116.0f) - FFX_MIN16_F(16.0f);
- }
-
- return fPercievedLuminance * FFX_MIN16_F(0.01f);
-}
-#endif
-
-FfxFloat32x3 Tonemap(FfxFloat32x3 fRgb)
-{
- return fRgb / (ffxMax(ffxMax(0.f, fRgb.r), ffxMax(fRgb.g, fRgb.b)) + 1.f).xxx;
-}
-
-FfxFloat32x3 InverseTonemap(FfxFloat32x3 fRgb)
-{
- return fRgb / ffxMax(FSR3UPSCALER_TONEMAP_EPSILON, 1.f - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx;
-}
-
-#if FFX_HALF
-FFX_MIN16_F3 Tonemap(FFX_MIN16_F3 fRgb)
-{
- return fRgb / (ffxMax(ffxMax(FFX_MIN16_F(0.f), fRgb.r), ffxMax(fRgb.g, fRgb.b)) + FFX_MIN16_F(1.f)).xxx;
-}
-
-FFX_MIN16_F3 InverseTonemap(FFX_MIN16_F3 fRgb)
-{
- return fRgb / ffxMax(FFX_MIN16_F(FSR3UPSCALER_TONEMAP_EPSILON), FFX_MIN16_F(1.f) - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx;
-}
-#endif
-
-FfxInt32x2 ClampLoad(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize)
-{
- FfxInt32x2 result = iPxSample + iPxOffset;
- result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x;
- result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x;
- result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y;
- result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y;
- return result;
-
- // return ffxMed3(iPxSample + iPxOffset, FfxInt32x2(0, 0), iTextureSize - FfxInt32x2(1, 1));
-}
-#if FFX_HALF
-FFX_MIN16_I2 ClampLoad(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize)
-{
- FFX_MIN16_I2 result = iPxSample + iPxOffset;
- result.x = (iPxOffset.x < 0) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x;
- result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x;
- result.y = (iPxOffset.y < 0) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y;
- result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y;
- return result;
-
- // return ffxMed3Half(iPxSample + iPxOffset, FFX_MIN16_I2(0, 0), iTextureSize - FFX_MIN16_I2(1, 1));
-}
-#endif
-
-FfxFloat32x2 ClampUv(FfxFloat32x2 fUv, FfxInt32x2 iTextureSize, FfxInt32x2 iResourceSize)
-{
- const FfxFloat32x2 fSampleLocation = fUv * iTextureSize;
- const FfxFloat32x2 fClampedLocation = ffxMax(FfxFloat32x2(0.5f, 0.5f), ffxMin(fSampleLocation, FfxFloat32x2(iTextureSize) - FfxFloat32x2(0.5f, 0.5f)));
- const FfxFloat32x2 fClampedUv = fClampedLocation / FfxFloat32x2(iResourceSize);
-
- return fClampedUv;
-}
-
-FfxBoolean IsOnScreen(FfxInt32x2 pos, FfxInt32x2 size)
-{
- return all(FFX_LESS_THAN(FfxUInt32x2(pos), FfxUInt32x2(size)));
-}
-#if FFX_HALF
-FfxBoolean IsOnScreen(FFX_MIN16_I2 pos, FFX_MIN16_I2 size)
-{
- return all(FFX_LESS_THAN(FFX_MIN16_U2(pos), FFX_MIN16_U2(size)));
-}
-#endif
-
-FfxFloat32 ComputeAutoExposureFromLavg(FfxFloat32 Lavg)
-{
- Lavg = exp(Lavg);
-
- const FfxFloat32 S = 100.0f; //ISO arithmetic speed
- const FfxFloat32 K = 12.5f;
- FfxFloat32 ExposureISO100 = log2((Lavg * S) / K);
-
- const FfxFloat32 q = 0.65f;
- FfxFloat32 Lmax = (78.0f / (q * S)) * ffxPow(2.0f, ExposureISO100);
-
- return 1 / Lmax;
-}
-#if FFX_HALF
-FFX_MIN16_F ComputeAutoExposureFromLavg(FFX_MIN16_F Lavg)
-{
- Lavg = exp(Lavg);
-
- const FFX_MIN16_F S = FFX_MIN16_F(100.0f); //ISO arithmetic speed
- const FFX_MIN16_F K = FFX_MIN16_F(12.5f);
- const FFX_MIN16_F ExposureISO100 = log2((Lavg * S) / K);
-
- const FFX_MIN16_F q = FFX_MIN16_F(0.65f);
- const FFX_MIN16_F Lmax = (FFX_MIN16_F(78.0f) / (q * S)) * ffxPow(FFX_MIN16_F(2.0f), ExposureISO100);
-
- return FFX_MIN16_F(1) / Lmax;
-}
-#endif
-
-FfxInt32x2 ComputeHrPosFromLrPos(FfxInt32x2 iPxLrPos)
-{
- FfxFloat32x2 fSrcJitteredPos = FfxFloat32x2(iPxLrPos) + 0.5f - Jitter();
- FfxFloat32x2 fLrPosInHr = (fSrcJitteredPos / RenderSize()) * DisplaySize();
- FfxInt32x2 iPxHrPos = FfxInt32x2(floor(fLrPosInHr));
- return iPxHrPos;
-}
-#if FFX_HALF
-FFX_MIN16_I2 ComputeHrPosFromLrPos(FFX_MIN16_I2 iPxLrPos)
-{
- FFX_MIN16_F2 fSrcJitteredPos = FFX_MIN16_F2(iPxLrPos) + FFX_MIN16_F(0.5f) - FFX_MIN16_F2(Jitter());
- FFX_MIN16_F2 fLrPosInHr = (fSrcJitteredPos / FFX_MIN16_F2(RenderSize())) * FFX_MIN16_F2(DisplaySize());
- FFX_MIN16_I2 iPxHrPos = FFX_MIN16_I2(floor(fLrPosInHr));
- return iPxHrPos;
-}
-#endif
-
-FfxFloat32x2 ComputeNdc(FfxFloat32x2 fPxPos, FfxInt32x2 iSize)
-{
- return fPxPos / FfxFloat32x2(iSize) * FfxFloat32x2(2.0f, -2.0f) + FfxFloat32x2(-1.0f, 1.0f);
-}
-
-FfxFloat32 GetViewSpaceDepth(FfxFloat32 fDeviceDepth)
-{
- const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors();
-
- // fDeviceToViewDepth details found in ffx_fsr3upscaler.cpp
- return (fDeviceToViewDepth[1] / (fDeviceDepth - fDeviceToViewDepth[0]));
-}
-
-FfxFloat32 GetViewSpaceDepthInMeters(FfxFloat32 fDeviceDepth)
-{
- return GetViewSpaceDepth(fDeviceDepth) * ViewSpaceToMetersFactor();
-}
-
-FfxFloat32x3 GetViewSpacePosition(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth)
-{
- const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors();
-
- const FfxFloat32 Z = GetViewSpaceDepth(fDeviceDepth);
-
- const FfxFloat32x2 fNdcPos = ComputeNdc(iViewportPos, iViewportSize);
- const FfxFloat32 X = fDeviceToViewDepth[2] * fNdcPos.x * Z;
- const FfxFloat32 Y = fDeviceToViewDepth[3] * fNdcPos.y * Z;
-
- return FfxFloat32x3(X, Y, Z);
-}
-
-FfxFloat32x3 GetViewSpacePositionInMeters(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth)
-{
- return GetViewSpacePosition(iViewportPos, iViewportSize, fDeviceDepth) * ViewSpaceToMetersFactor();
-}
-
-FfxFloat32 GetMaxDistanceInMeters()
-{
-#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
- return GetViewSpaceDepth(0.0f) * ViewSpaceToMetersFactor();
-#else
- return GetViewSpaceDepth(1.0f) * ViewSpaceToMetersFactor();
-#endif
-}
-
-FfxFloat32x3 PrepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure, FfxFloat32 fPreExposure)
-{
- fRgb /= fPreExposure;
- fRgb *= fExposure;
-
- fRgb = clamp(fRgb, 0.0f, FSR3UPSCALER_FP16_MAX);
-
- return fRgb;
-}
-
-FfxFloat32x3 UnprepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure)
-{
- fRgb /= fExposure;
- fRgb *= PreExposure();
-
- return fRgb;
-}
-
-
-struct BilinearSamplingData
-{
- FfxInt32x2 iOffsets[4];
- FfxFloat32 fWeights[4];
- FfxInt32x2 iBasePos;
-};
-
-BilinearSamplingData GetBilinearSamplingData(FfxFloat32x2 fUv, FfxInt32x2 iSize)
-{
- BilinearSamplingData data;
-
- FfxFloat32x2 fPxSample = (fUv * iSize) - FfxFloat32x2(0.5f, 0.5f);
- data.iBasePos = FfxInt32x2(floor(fPxSample));
- FfxFloat32x2 fPxFrac = ffxFract(fPxSample);
-
- data.iOffsets[0] = FfxInt32x2(0, 0);
- data.iOffsets[1] = FfxInt32x2(1, 0);
- data.iOffsets[2] = FfxInt32x2(0, 1);
- data.iOffsets[3] = FfxInt32x2(1, 1);
-
- data.fWeights[0] = (1 - fPxFrac.x) * (1 - fPxFrac.y);
- data.fWeights[1] = (fPxFrac.x) * (1 - fPxFrac.y);
- data.fWeights[2] = (1 - fPxFrac.x) * (fPxFrac.y);
- data.fWeights[3] = (fPxFrac.x) * (fPxFrac.y);
-
- return data;
-}
-
-struct PlaneData
-{
- FfxFloat32x3 fNormal;
- FfxFloat32 fDistanceFromOrigin;
-};
-
-PlaneData GetPlaneFromPoints(FfxFloat32x3 fP0, FfxFloat32x3 fP1, FfxFloat32x3 fP2)
-{
- PlaneData plane;
-
- FfxFloat32x3 v0 = fP0 - fP1;
- FfxFloat32x3 v1 = fP0 - fP2;
- plane.fNormal = normalize(cross(v0, v1));
- plane.fDistanceFromOrigin = -dot(fP0, plane.fNormal);
-
- return plane;
-}
-
-FfxFloat32 PointToPlaneDistance(PlaneData plane, FfxFloat32x3 fPoint)
-{
- return abs(dot(plane.fNormal, fPoint) + plane.fDistanceFromOrigin);
-}
-
-#endif // #if defined(FFX_GPU)
-
-#endif //!defined(FFX_FSR3UPSCALER_COMMON_H)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
deleted file mode 100644
index 690bd550..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h
deleted file mode 100644
index d26cf234..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h
+++ /dev/null
@@ -1,176 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-FFX_GROUPSHARED FfxUInt32 spdCounter;
-
-void SpdIncreaseAtomicCounter(FfxUInt32 slice)
-{
- SPD_IncreaseAtomicCounter(spdCounter);
-}
-
-FfxUInt32 SpdGetAtomicCounter()
-{
- return spdCounter;
-}
-
-void SpdResetAtomicCounter(FfxUInt32 slice)
-{
- SPD_ResetAtomicCounter();
-}
-
-#ifndef SPD_PACKED_ONLY
-FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16];
-FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16];
-FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16];
-FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16];
-
-FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 tex, FfxUInt32 slice)
-{
- FfxFloat32x2 fUv = (tex + 0.5f + Jitter()) / RenderSize();
- fUv = ClampUv(fUv, RenderSize(), InputColorResourceDimensions());
- FfxFloat32x3 fRgb = SampleInputColor(fUv);
-
- fRgb /= PreExposure();
-
- //compute log luma
- const FfxFloat32 fLogLuma = log(ffxMax(FSR3UPSCALER_EPSILON, RGBToLuma(fRgb)));
-
- // Make sure out of screen pixels contribute no value to the end result
- const FfxFloat32 result = all(FFX_LESS_THAN(tex, RenderSize())) ? fLogLuma : 0.0f;
-
- return FfxFloat32x4(result, 0, 0, 0);
-}
-
-FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice)
-{
- return SPD_LoadMipmap5(tex);
-}
-
-void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice)
-{
- if (index == LumaMipLevelToUse() || index == 5)
- {
- SPD_SetMipmap(pix, index, outValue.r);
- }
-
- if (index == MipCount() - 1) { //accumulate on 1x1 level
-
- if (all(FFX_EQUAL(pix, FfxInt32x2(0, 0))))
- {
- FfxFloat32 prev = SPD_LoadExposureBuffer().y;
- FfxFloat32 result = outValue.r;
-
- if (prev < resetAutoExposureAverageSmoothing) // Compare Lavg, so small or negative values
- {
- FfxFloat32 rate = 1.0f;
- result = prev + (result - prev) * (1 - exp(-DeltaTime() * rate));
- }
- FfxFloat32x2 spdOutput = FfxFloat32x2(ComputeAutoExposureFromLavg(result), result);
- SPD_SetExposureBuffer(spdOutput);
- }
- }
-}
-
-FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
-{
- return FfxFloat32x4(
- spdIntermediateR[x][y],
- spdIntermediateG[x][y],
- spdIntermediateB[x][y],
- spdIntermediateA[x][y]);
-}
-void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
-{
- spdIntermediateR[x][y] = value.x;
- spdIntermediateG[x][y] = value.y;
- spdIntermediateB[x][y] = value.z;
- spdIntermediateA[x][y] = value.w;
-}
-FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
-{
- return (v0 + v1 + v2 + v3) * 0.25f;
-}
-#endif
-
-// define fetch and store functions Packed
-#if FFX_HALF
-
-FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16];
-FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16];
-
-FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice)
-{
- return FfxFloat16x4(0, 0, 0, 0);
-}
-
-FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice)
-{
- return FfxFloat16x4(0, 0, 0, 0);
-}
-
-void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice)
-{
-}
-
-FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y)
-{
- return FfxFloat16x4(
- spdIntermediateRG[x][y].x,
- spdIntermediateRG[x][y].y,
- spdIntermediateBA[x][y].x,
- spdIntermediateBA[x][y].y);
-}
-
-void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value)
-{
- spdIntermediateRG[x][y] = value.xy;
- spdIntermediateBA[x][y] = value.zw;
-}
-
-FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3)
-{
- return (v0 + v1 + v2 + v3) * FfxFloat16(0.25);
-}
-#endif
-
-#include "spd/ffx_spd.h"
-
-void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
-{
-#if FFX_HALF
- SpdDownsampleH(
- FfxUInt32x2(WorkGroupId.xy),
- FfxUInt32(LocalThreadIndex),
- FfxUInt32(MipCount()),
- FfxUInt32(NumWorkGroups()),
- FfxUInt32(WorkGroupId.z),
- FfxUInt32x2(WorkGroupOffset()));
-#else
- SpdDownsample(
- FfxUInt32x2(WorkGroupId.xy),
- FfxUInt32(LocalThreadIndex),
- FfxUInt32(MipCount()),
- FfxUInt32(NumWorkGroups()),
- FfxUInt32(WorkGroupId.z),
- FfxUInt32x2(WorkGroupOffset()));
-#endif
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta
deleted file mode 100644
index 1549d6bd..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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- Exclude Win64: 1
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- settings:
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- Win:
- enabled: 0
- settings:
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- userData:
- assetBundleName:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h
deleted file mode 100644
index 53763c85..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h
+++ /dev/null
@@ -1,259 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_DEPTH_CLIP_H
-#define FFX_FSR3UPSCALER_DEPTH_CLIP_H
-
-FFX_STATIC const FfxFloat32 DepthClipBaseScale = 4.0f;
-
-FfxFloat32 ComputeDepthClip(FfxFloat32x2 fUvSample, FfxFloat32 fCurrentDepthSample)
-{
- FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(fCurrentDepthSample);
- BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fUvSample, RenderSize());
-
- FfxFloat32 fDilatedSum = 0.0f;
- FfxFloat32 fDepth = 0.0f;
- FfxFloat32 fWeightSum = 0.0f;
- for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
-
- const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
- const FfxInt32x2 iSamplePos = bilinearInfo.iBasePos + iOffset;
-
- if (IsOnScreen(iSamplePos, RenderSize())) {
- const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
- if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
-
- const FfxFloat32 fPrevDepthSample = LoadReconstructedPrevDepth(iSamplePos);
- const FfxFloat32 fPrevNearestDepthViewSpace = GetViewSpaceDepth(fPrevDepthSample);
-
- const FfxFloat32 fDepthDiff = fCurrentDepthViewSpace - fPrevNearestDepthViewSpace;
-
- if (fDepthDiff > 0.0f) {
-
-#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
- const FfxFloat32 fPlaneDepth = ffxMin(fPrevDepthSample, fCurrentDepthSample);
-#else
- const FfxFloat32 fPlaneDepth = ffxMax(fPrevDepthSample, fCurrentDepthSample);
-#endif
-
- const FfxFloat32x3 fCenter = GetViewSpacePosition(FfxInt32x2(RenderSize() * 0.5f), RenderSize(), fPlaneDepth);
- const FfxFloat32x3 fCorner = GetViewSpacePosition(FfxInt32x2(0, 0), RenderSize(), fPlaneDepth);
-
- const FfxFloat32 fHalfViewportWidth = length(FfxFloat32x2(RenderSize()));
- const FfxFloat32 fDepthThreshold = ffxMax(fCurrentDepthViewSpace, fPrevNearestDepthViewSpace);
-
- const FfxFloat32 Ksep = 1.37e-05f;
- const FfxFloat32 Kfov = length(fCorner) / length(fCenter);
- const FfxFloat32 fRequiredDepthSeparation = Ksep * Kfov * fHalfViewportWidth * fDepthThreshold;
-
- const FfxFloat32 fResolutionFactor = ffxSaturate(length(FfxFloat32x2(RenderSize())) / length(FfxFloat32x2(1920.0f, 1080.0f)));
- const FfxFloat32 fPower = ffxLerp(1.0f, 3.0f, fResolutionFactor);
- fDepth += ffxPow(ffxSaturate(FfxFloat32(fRequiredDepthSeparation / fDepthDiff)), fPower) * fWeight;
- fWeightSum += fWeight;
- }
- }
- }
- }
-
- return (fWeightSum > 0) ? ffxSaturate(1.0f - fDepth / fWeightSum) : 0.0f;
-}
-
-FfxFloat32 ComputeMotionDivergence(FfxInt32x2 iPxPos, FfxInt32x2 iPxInputMotionVectorSize)
-{
- FfxFloat32 minconvergence = 1.0f;
-
- FfxFloat32x2 fMotionVectorNucleus = LoadInputMotionVector(iPxPos);
- FfxFloat32 fNucleusVelocityLr = length(fMotionVectorNucleus * RenderSize());
- FfxFloat32 fMaxVelocityUv = length(fMotionVectorNucleus);
-
- const FfxFloat32 MotionVectorVelocityEpsilon = 1e-02f;
-
- if (fNucleusVelocityLr > MotionVectorVelocityEpsilon) {
- for (FfxInt32 y = -1; y <= 1; ++y) {
- for (FfxInt32 x = -1; x <= 1; ++x) {
-
- FfxInt32x2 sp = ClampLoad(iPxPos, FfxInt32x2(x, y), iPxInputMotionVectorSize);
-
- FfxFloat32x2 fMotionVector = LoadInputMotionVector(sp);
- FfxFloat32 fVelocityUv = length(fMotionVector);
-
- fMaxVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv);
- fVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv);
- minconvergence = ffxMin(minconvergence, dot(fMotionVector / fVelocityUv, fMotionVectorNucleus / fVelocityUv));
- }
- }
- }
-
- return ffxSaturate(1.0f - minconvergence) * ffxSaturate(fMaxVelocityUv / 0.01f);
-}
-
-FfxFloat32 ComputeDepthDivergence(FfxInt32x2 iPxPos)
-{
- const FfxFloat32 fMaxDistInMeters = GetMaxDistanceInMeters();
- FfxFloat32 fDepthMax = 0.0f;
- FfxFloat32 fDepthMin = fMaxDistInMeters;
-
- FfxInt32 iMaxDistFound = 0;
-
- for (FfxInt32 y = -1; y < 2; y++) {
- for (FfxInt32 x = -1; x < 2; x++) {
-
- const FfxInt32x2 iOffset = FfxInt32x2(x, y);
- const FfxInt32x2 iSamplePos = iPxPos + iOffset;
-
- const FfxFloat32 fOnScreenFactor = IsOnScreen(iSamplePos, RenderSize()) ? 1.0f : 0.0f;
- FfxFloat32 fDepth = GetViewSpaceDepthInMeters(LoadDilatedDepth(iSamplePos)) * fOnScreenFactor;
-
- iMaxDistFound |= FfxInt32(fMaxDistInMeters == fDepth);
-
- fDepthMin = ffxMin(fDepthMin, fDepth);
- fDepthMax = ffxMax(fDepthMax, fDepth);
- }
- }
-
- return (1.0f - fDepthMin / fDepthMax) * (FfxBoolean(iMaxDistFound) ? 0.0f : 1.0f);
-}
-
-FfxFloat32 ComputeTemporalMotionDivergence(FfxInt32x2 iPxPos)
-{
- const FfxFloat32x2 fUv = FfxFloat32x2(iPxPos + 0.5f) / RenderSize();
-
- FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
- FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
- fReprojectedUv = ClampUv(fReprojectedUv, RenderSize(), MaxRenderSize());
- FfxFloat32x2 fPrevMotionVector = SamplePreviousDilatedMotionVector(fReprojectedUv);
-
- float fPxDistance = length(fMotionVector * DisplaySize());
- return fPxDistance > 1.0f ? ffxLerp(0.0f, 1.0f - ffxSaturate(length(fPrevMotionVector) / length(fMotionVector)), ffxSaturate(ffxPow(fPxDistance / 20.0f, 3.0f))) : 0;
-}
-
-void PreProcessReactiveMasks(FfxInt32x2 iPxLrPos, FfxFloat32 fMotionDivergence)
-{
- // Compensate for bilinear sampling in accumulation pass
-
- FfxFloat32x3 fReferenceColor = LoadInputColor(iPxLrPos).xyz;
- FfxFloat32x2 fReactiveFactor = FfxFloat32x2(0.0f, fMotionDivergence);
-
- float fMasksSum = 0.0f;
-
- FfxFloat32x3 fColorSamples[9];
- FfxFloat32 fReactiveSamples[9];
- FfxFloat32 fTransparencyAndCompositionSamples[9];
-
- FFX_UNROLL
- for (FfxInt32 y = -1; y < 2; y++) {
- FFX_UNROLL
- for (FfxInt32 x = -1; x < 2; x++) {
-
- const FfxInt32x2 sampleCoord = ClampLoad(iPxLrPos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
-
- FfxInt32 sampleIdx = (y + 1) * 3 + x + 1;
-
- FfxFloat32x3 fColorSample = LoadInputColor(sampleCoord).xyz;
- FfxFloat32 fReactiveSample = LoadReactiveMask(sampleCoord);
- FfxFloat32 fTransparencyAndCompositionSample = LoadTransparencyAndCompositionMask(sampleCoord);
-
- fColorSamples[sampleIdx] = fColorSample;
- fReactiveSamples[sampleIdx] = fReactiveSample;
- fTransparencyAndCompositionSamples[sampleIdx] = fTransparencyAndCompositionSample;
-
- fMasksSum += (fReactiveSample + fTransparencyAndCompositionSample);
- }
- }
-
- if (fMasksSum > 0)
- {
- for (FfxInt32 sampleIdx = 0; sampleIdx < 9; sampleIdx++)
- {
- FfxFloat32x3 fColorSample = fColorSamples[sampleIdx];
- FfxFloat32 fReactiveSample = fReactiveSamples[sampleIdx];
- FfxFloat32 fTransparencyAndCompositionSample = fTransparencyAndCompositionSamples[sampleIdx];
-
- const FfxFloat32 fMaxLenSq = ffxMax(dot(fReferenceColor, fReferenceColor), dot(fColorSample, fColorSample));
- const FfxFloat32 fSimilarity = dot(fReferenceColor, fColorSample) / fMaxLenSq;
-
- // Increase power for non-similar samples
- const FfxFloat32 fPowerBiasMax = 6.0f;
- const FfxFloat32 fSimilarityPower = 1.0f + (fPowerBiasMax - fSimilarity * fPowerBiasMax);
- const FfxFloat32 fWeightedReactiveSample = ffxPow(fReactiveSample, fSimilarityPower);
- const FfxFloat32 fWeightedTransparencyAndCompositionSample = ffxPow(fTransparencyAndCompositionSample, fSimilarityPower);
-
- fReactiveFactor = ffxMax(fReactiveFactor, FfxFloat32x2(fWeightedReactiveSample, fWeightedTransparencyAndCompositionSample));
- }
- }
-
- StoreDilatedReactiveMasks(iPxLrPos, fReactiveFactor);
-}
-
-FfxFloat32x3 ComputePreparedInputColor(FfxInt32x2 iPxLrPos)
-{
- //We assume linear data. if non-linear input (sRGB, ...),
- //then we should convert to linear first and back to sRGB on output.
- FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos));
-
- fRgb = PrepareRgb(fRgb, Exposure(), PreExposure());
-
- const FfxFloat32x3 fPreparedYCoCg = RGBToYCoCg(fRgb);
-
- return fPreparedYCoCg;
-}
-
-FfxFloat32 EvaluateSurface(FfxInt32x2 iPxPos, FfxFloat32x2 fMotionVector)
-{
- FfxFloat32 d0 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, -1)));
- FfxFloat32 d1 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 0)));
- FfxFloat32 d2 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 1)));
-
- return 1.0f - FfxFloat32(((d0 - d1) > (d1 * 0.01f)) && ((d1 - d2) > (d2 * 0.01f)));
-}
-
-void DepthClip(FfxInt32x2 iPxPos)
-{
- FfxFloat32x2 fDepthUv = (iPxPos + 0.5f) / RenderSize();
- FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
-
- // Discard tiny mvs
- fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.01f);
-
- const FfxFloat32x2 fDilatedUv = fDepthUv + fMotionVector;
- const FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos);
- const FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(LoadInputDepth(iPxPos));
-
- // Compute prepared input color and depth clip
- FfxFloat32 fDepthClip = ComputeDepthClip(fDilatedUv, fDilatedDepth) * EvaluateSurface(iPxPos, fMotionVector);
- FfxFloat32x3 fPreparedYCoCg = ComputePreparedInputColor(iPxPos);
- StorePreparedInputColor(iPxPos, FfxFloat32x4(fPreparedYCoCg, fDepthClip));
-
- // Compute dilated reactive mask
-#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
- FfxInt32x2 iSamplePos = iPxPos;
-#else
- FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxPos);
-#endif
-
- FfxFloat32 fMotionDivergence = ComputeMotionDivergence(iSamplePos, RenderSize());
- FfxFloat32 fTemporalMotionDifference = ffxSaturate(ComputeTemporalMotionDivergence(iPxPos) - ComputeDepthDivergence(iPxPos));
-
- PreProcessReactiveMasks(iPxPos, ffxMax(fTemporalMotionDifference, fMotionDivergence));
-}
-
-#endif //!defined( FFX_FSR3UPSCALER_DEPTH_CLIPH )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta
deleted file mode 100644
index 1e2d4043..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h
deleted file mode 100644
index e1a0d06e..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h
+++ /dev/null
@@ -1,116 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_LOCK_H
-#define FFX_FSR3UPSCALER_LOCK_H
-
-void ClearResourcesForNextFrame(in FfxInt32x2 iPxHrPos)
-{
- if (all(FFX_LESS_THAN(iPxHrPos, FfxInt32x2(RenderSize()))))
- {
-#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
- const FfxUInt32 farZ = 0x0;
-#else
- const FfxUInt32 farZ = 0x3f800000;
-#endif
- SetReconstructedDepth(iPxHrPos, farZ);
- }
-}
-
-FfxBoolean ComputeThinFeatureConfidence(FfxInt32x2 pos)
-{
- const FfxInt32 RADIUS = 1;
-
- FfxFloat32 fNucleus = LoadLockInputLuma(pos);
-
- FfxFloat32 similar_threshold = 1.05f;
- FfxFloat32 dissimilarLumaMin = FSR3UPSCALER_FLT_MAX;
- FfxFloat32 dissimilarLumaMax = 0;
-
- /*
- 0 1 2
- 3 4 5
- 6 7 8
- */
-
- #define SETBIT(x) (1U << x)
-
- FfxUInt32 mask = SETBIT(4); //flag fNucleus as similar
-
- const FfxUInt32 uNumRejectionMasks = 4;
- const FfxUInt32 uRejectionMasks[uNumRejectionMasks] = {
- SETBIT(0) | SETBIT(1) | SETBIT(3) | SETBIT(4), //Upper left
- SETBIT(1) | SETBIT(2) | SETBIT(4) | SETBIT(5), //Upper right
- SETBIT(3) | SETBIT(4) | SETBIT(6) | SETBIT(7), //Lower left
- SETBIT(4) | SETBIT(5) | SETBIT(7) | SETBIT(8), //Lower right
- };
-
- FfxInt32 idx = 0;
- FFX_UNROLL
- for (FfxInt32 y = -RADIUS; y <= RADIUS; y++) {
- FFX_UNROLL
- for (FfxInt32 x = -RADIUS; x <= RADIUS; x++, idx++) {
- if (x == 0 && y == 0) continue;
-
- FfxInt32x2 samplePos = ClampLoad(pos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
-
- FfxFloat32 sampleLuma = LoadLockInputLuma(samplePos);
- FfxFloat32 difference = ffxMax(sampleLuma, fNucleus) / ffxMin(sampleLuma, fNucleus);
-
- if (difference > 0 && (difference < similar_threshold)) {
- mask |= SETBIT(idx);
- } else {
- dissimilarLumaMin = ffxMin(dissimilarLumaMin, sampleLuma);
- dissimilarLumaMax = ffxMax(dissimilarLumaMax, sampleLuma);
- }
- }
- }
-
- FfxBoolean isRidge = fNucleus > dissimilarLumaMax || fNucleus < dissimilarLumaMin;
-
- if (FFX_FALSE == isRidge) {
-
- return false;
- }
-
- FFX_UNROLL
- for (FfxInt32 i = 0; i < 4; i++) {
-
- if ((mask & uRejectionMasks[i]) == uRejectionMasks[i]) {
- return false;
- }
- }
-
- return true;
-}
-
-void ComputeLock(FfxInt32x2 iPxLrPos)
-{
- if (ComputeThinFeatureConfidence(iPxLrPos))
- {
- StoreNewLocks(ComputeHrPosFromLrPos(iPxLrPos), 1.f);
- }
-
- // ClearResourcesForNextFrame(iPxLrPos);
-}
-
-#endif // FFX_FSR3UPSCALER_LOCK_H
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta
deleted file mode 100644
index cecfada3..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h
deleted file mode 100644
index 37091135..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h
+++ /dev/null
@@ -1,107 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_POSTPROCESS_LOCK_STATUS_H
-#define FFX_FSR3UPSCALER_POSTPROCESS_LOCK_STATUS_H
-
-FfxFloat32x4 WrapShadingChangeLuma(FfxInt32x2 iPxSample)
-{
- return FfxFloat32x4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample)
-{
- return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
-}
-#endif
-
-#if FFX_FSR3UPSCALER_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF && FFX_HALF
-DeclareCustomFetchBilinearSamplesMin16(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
-#else
-DeclareCustomFetchBicubicSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
-#endif
-DeclareCustomTextureSample(ShadingChangeLumaSample, Lanczos2, FetchShadingChangeLumaSamples)
-
-FfxFloat32 GetShadingChangeLuma(FfxInt32x2 iPxHrPos, FfxFloat32x2 fUvCoord)
-{
- FfxFloat32 fShadingChangeLuma = 0;
-
-#if 0
- fShadingChangeLuma = Exposure() * exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()).x);
-#else
-
- const FfxFloat32 fDiv = FfxFloat32(2u << LumaMipLevelToUse());
- FfxInt32x2 iMipRenderSize = FfxInt32x2(RenderSize() / fDiv);
-
- fUvCoord = ClampUv(fUvCoord, iMipRenderSize, LumaMipDimensions());
- fShadingChangeLuma = Exposure() * exp(FfxFloat32(SampleMipLuma(fUvCoord, LumaMipLevelToUse())));
-#endif
-
- fShadingChangeLuma = ffxPow(fShadingChangeLuma, 1.0f / 6.0f);
-
- return fShadingChangeLuma;
-}
-
-void UpdateLockStatus(AccumulationPassCommonParams params,
- FFX_PARAMETER_INOUT FfxFloat32 fReactiveFactor, LockState state,
- FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus,
- FFX_PARAMETER_OUT FfxFloat32 fLockContributionThisFrame,
- FFX_PARAMETER_OUT FfxFloat32 fLuminanceDiff) {
-
- const FfxFloat32 fShadingChangeLuma = GetShadingChangeLuma(params.iPxHrPos, params.fHrUv);
-
- //init temporal shading change factor, init to -1 or so in reproject to know if "true new"?
- fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == FfxFloat32(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA];
-
- FfxFloat32 fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA];
-
- fLuminanceDiff = 1.0f - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma);
-
- if (state.NewLock) {
- fLockStatus[LOCK_TEMPORAL_LUMA] = fShadingChangeLuma;
-
- fLockStatus[LOCK_LIFETIME_REMAINING] = (fLockStatus[LOCK_LIFETIME_REMAINING] != 0.0f) ? 2.0f : 1.0f;
- }
- else if(fLockStatus[LOCK_LIFETIME_REMAINING] <= 1.0f) {
- fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], FfxFloat32(fShadingChangeLuma), 0.5f);
- }
- else {
- if (fLuminanceDiff > 0.1f) {
- KillLock(fLockStatus);
- }
- }
-
- fReactiveFactor = ffxMax(fReactiveFactor, ffxSaturate((fLuminanceDiff - 0.1f) * 10.0f));
- fLockStatus[LOCK_LIFETIME_REMAINING] *= (1.0f - fReactiveFactor);
-
- fLockStatus[LOCK_LIFETIME_REMAINING] *= ffxSaturate(1.0f - params.fAccumulationMask);
- fLockStatus[LOCK_LIFETIME_REMAINING] *= FfxFloat32(params.fDepthClipFactor < 0.1f);
-
- // Compute this frame lock contribution
- const FfxFloat32 fLifetimeContribution = ffxSaturate(fLockStatus[LOCK_LIFETIME_REMAINING] - 1.0f);
- const FfxFloat32 fShadingChangeContribution = ffxSaturate(MinDividedByMax(fLockStatus[LOCK_TEMPORAL_LUMA], fShadingChangeLuma));
-
- fLockContributionThisFrame = ffxSaturate(ffxSaturate(fLifetimeContribution * 4.0f) * fShadingChangeContribution);
-}
-
-#endif //!defined( FFX_FSR3UPSCALER_POSTPROCESS_LOCK_STATUS_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta
deleted file mode 100644
index 1666281a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta
+++ /dev/null
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
deleted file mode 100644
index 77619a51..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
+++ /dev/null
@@ -1,67 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#define GROUP_SIZE 8
-#define FSR_RCAS_DENOISE 1
-
-#include "ffx_core.h"
-
-void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
-{
- StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor);
-}
-
-#define FSR_RCAS_F 1
-FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
-{
- FfxFloat32x4 fColor = LoadRCAS_Input(p);
-
- fColor.rgb = PrepareRgb(fColor.rgb, Exposure(), PreExposure());
-
- return fColor;
-}
-void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
-
-#include "fsr1/ffx_fsr1.h"
-
-void CurrFilter(FFX_MIN16_U2 pos)
-{
- FfxFloat32x3 c;
- FsrRcasF(c.r, c.g, c.b, pos, RCASConfig());
-
- c = UnprepareRgb(c, Exposure());
-
- WriteUpscaledOutput(pos, c);
-}
-
-void RCAS(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
-{
- // Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
- FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
- CurrFilter(FFX_MIN16_U2(gxy));
- gxy.x += 8u;
- CurrFilter(FFX_MIN16_U2(gxy));
- gxy.y += 8u;
- CurrFilter(FFX_MIN16_U2(gxy));
- gxy.x -= 8u;
- CurrFilter(FFX_MIN16_U2(gxy));
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
deleted file mode 100644
index 09a6b706..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h
deleted file mode 100644
index a822dfc5..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h
+++ /dev/null
@@ -1,146 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H
-#define FFX_FSR3UPSCALER_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H
-
-void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector, FfxInt32x2 iPxDepthSize)
-{
- fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.1f);
-
- FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / iPxDepthSize;
- FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
-
- BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize());
-
- // Project current depth into previous frame locations.
- // Push to all pixels having some contribution if reprojection is using bilinear logic.
- for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
-
- const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
- FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
-
- if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
-
- FfxInt32x2 iStorePos = bilinearInfo.iBasePos + iOffset;
- if (IsOnScreen(iStorePos, iPxDepthSize)) {
- StoreReconstructedDepth(iStorePos, fDepth);
- }
- }
- }
-}
-
-void FindNearestDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxInt32x2 iPxSize, FFX_PARAMETER_OUT FfxFloat32 fNearestDepth, FFX_PARAMETER_OUT FfxInt32x2 fNearestDepthCoord)
-{
- const FfxInt32 iSampleCount = 9;
- const FfxInt32x2 iSampleOffsets[iSampleCount] = {
- FfxInt32x2(+0, +0),
- FfxInt32x2(+1, +0),
- FfxInt32x2(+0, +1),
- FfxInt32x2(+0, -1),
- FfxInt32x2(-1, +0),
- FfxInt32x2(-1, +1),
- FfxInt32x2(+1, +1),
- FfxInt32x2(-1, -1),
- FfxInt32x2(+1, -1),
- };
-
- // pull out the depth loads to allow SC to batch them
- FfxFloat32 depth[9];
- FfxInt32 iSampleIndex = 0;
- FFX_UNROLL
- for (iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) {
-
- FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
- depth[iSampleIndex] = LoadInputDepth(iPos);
- }
-
- // find closest depth
- fNearestDepthCoord = iPxPos;
- fNearestDepth = depth[0];
- FFX_UNROLL
- for (iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex) {
-
- FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
- if (IsOnScreen(iPos, iPxSize)) {
-
- FfxFloat32 fNdDepth = depth[iSampleIndex];
-#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
- if (fNdDepth > fNearestDepth) {
-#else
- if (fNdDepth < fNearestDepth) {
-#endif
- fNearestDepthCoord = iPos;
- fNearestDepth = fNdDepth;
- }
- }
- }
-}
-
-FfxFloat32 ComputeLockInputLuma(FfxInt32x2 iPxLrPos)
-{
- //We assume linear data. if non-linear input (sRGB, ...),
- //then we should convert to linear first and back to sRGB on output.
- FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos));
-
- // Use internal auto exposure for locking logic
- fRgb /= PreExposure();
- fRgb *= Exposure();
-
-#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
- fRgb = Tonemap(fRgb);
-#endif
-
- //compute luma used to lock pixels, if used elsewhere the ffxPow must be moved!
- const FfxFloat32 fLockInputLuma = ffxPow(RGBToPerceivedLuma(fRgb), FfxFloat32(1.0 / 6.0));
-
- return fLockInputLuma;
-}
-
-void ReconstructAndDilate(FfxInt32x2 iPxLrPos)
-{
- FfxFloat32 fDilatedDepth;
- FfxInt32x2 iNearestDepthCoord;
-
- FindNearestDepth(iPxLrPos, RenderSize(), fDilatedDepth, iNearestDepthCoord);
-
-#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
- FfxInt32x2 iSamplePos = iPxLrPos;
- FfxInt32x2 iMotionVectorPos = iNearestDepthCoord;
-#else
- FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxLrPos);
- FfxInt32x2 iMotionVectorPos = ComputeHrPosFromLrPos(iNearestDepthCoord);
-#endif
-
- FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iMotionVectorPos);
-
- StoreDilatedDepth(iPxLrPos, fDilatedDepth);
- StoreDilatedMotionVector(iPxLrPos, fDilatedMotionVector);
-
- ReconstructPrevDepth(iPxLrPos, fDilatedDepth, fDilatedMotionVector, RenderSize());
-
- FfxFloat32 fLockInputLuma = ComputeLockInputLuma(iPxLrPos);
- StoreLockInputLuma(iPxLrPos, fLockInputLuma);
-}
-
-
-#endif //!defined( FFX_FSR3UPSCALER_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta
deleted file mode 100644
index 2421a933..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h
deleted file mode 100644
index 29b75843..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h
+++ /dev/null
@@ -1,137 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_REPROJECT_H
-#define FFX_FSR3UPSCALER_REPROJECT_H
-
-#ifndef FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#define FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE 0 // Reference
-#endif
-
-FfxFloat32x4 WrapHistory(FfxInt32x2 iPxSample)
-{
- return LoadHistory(iPxSample);
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 WrapHistory(FFX_MIN16_I2 iPxSample)
-{
- return FFX_MIN16_F4(LoadHistory(iPxSample));
-}
-#endif
-
-
-#if FFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF
-DeclareCustomFetchBicubicSamplesMin16(FetchHistorySamples, WrapHistory)
-DeclareCustomTextureSampleMin16(HistorySample, FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples)
-#else
-DeclareCustomFetchBicubicSamples(FetchHistorySamples, WrapHistory)
-DeclareCustomTextureSample(HistorySample, FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples)
-#endif
-
-FfxFloat32x4 WrapLockStatus(FfxInt32x2 iPxSample)
-{
- FfxFloat32x4 fSample = FfxFloat32x4(LoadLockStatus(iPxSample), 0.0f, 0.0f);
- return fSample;
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 WrapLockStatus(FFX_MIN16_I2 iPxSample)
-{
- FFX_MIN16_F4 fSample = FFX_MIN16_F4(LoadLockStatus(iPxSample), 0.0, 0.0);
-
- return fSample;
-}
-#endif
-
-#if 1
-#if FFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF
-DeclareCustomFetchBilinearSamplesMin16(FetchLockStatusSamples, WrapLockStatus)
-DeclareCustomTextureSampleMin16(LockStatusSample, Bilinear, FetchLockStatusSamples)
-#else
-DeclareCustomFetchBilinearSamples(FetchLockStatusSamples, WrapLockStatus)
-DeclareCustomTextureSample(LockStatusSample, Bilinear, FetchLockStatusSamples)
-#endif
-#else
-#if FFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF
-DeclareCustomFetchBicubicSamplesMin16(FetchLockStatusSamples, WrapLockStatus)
-DeclareCustomTextureSampleMin16(LockStatusSample, FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples)
-#else
-DeclareCustomFetchBicubicSamples(FetchLockStatusSamples, WrapLockStatus)
-DeclareCustomTextureSample(LockStatusSample, FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples)
-#endif
-#endif
-
-FfxFloat32x2 GetMotionVector(FfxInt32x2 iPxHrPos, FfxFloat32x2 fHrUv)
-{
-#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
- FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(FFX_MIN16_I2(fHrUv * RenderSize()));
-#else
- FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iPxHrPos);
-#endif
-
- return fDilatedMotionVector;
-}
-
-FfxBoolean IsUvInside(FfxFloat32x2 fUv)
-{
- return (fUv.x >= 0.0f && fUv.x <= 1.0f) && (fUv.y >= 0.0f && fUv.y <= 1.0f);
-}
-
-void ComputeReprojectedUVs(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxBoolean bIsExistingSample)
-{
- fReprojectedHrUv = params.fHrUv + params.fMotionVector;
-
- bIsExistingSample = IsUvInside(fReprojectedHrUv);
-}
-
-void ReprojectHistoryColor(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x3 fHistoryColor, FFX_PARAMETER_OUT FfxFloat32 fTemporalReactiveFactor, FFX_PARAMETER_OUT FfxBoolean bInMotionLastFrame)
-{
- FfxFloat32x4 fHistory = HistorySample(params.fReprojectedHrUv, DisplaySize());
-
- fHistoryColor = PrepareRgb(fHistory.rgb, Exposure(), PreviousFramePreExposure());
-
- fHistoryColor = RGBToYCoCg(fHistoryColor);
-
- //Compute temporal reactivity info
- fTemporalReactiveFactor = ffxSaturate(abs(fHistory.w));
- bInMotionLastFrame = (fHistory.w < 0.0f);
-}
-
-LockState ReprojectHistoryLockStatus(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedLockStatus)
-{
- LockState state = { FFX_FALSE, FFX_FALSE };
- const FfxFloat32 fNewLockIntensity = LoadRwNewLocks(params.iPxHrPos);
- state.NewLock = fNewLockIntensity > (127.0f / 255.0f);
-
- FfxFloat32 fInPlaceLockLifetime = state.NewLock ? fNewLockIntensity : 0;
-
- fReprojectedLockStatus = SampleLockStatus(params.fReprojectedHrUv);
-
- if (fReprojectedLockStatus[LOCK_LIFETIME_REMAINING] != FfxFloat32(0.0f)) {
- state.WasLockedPrevFrame = true;
- }
-
- return state;
-}
-
-#endif //!defined( FFX_FSR3UPSCALER_REPROJECT_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
deleted file mode 100644
index acf94d52..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h
deleted file mode 100644
index d98cfcc0..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h
+++ /dev/null
@@ -1,104 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_RESOURCES_H
-#define FFX_FSR3UPSCALER_RESOURCES_H
-
-#if defined(FFX_CPU) || defined(FFX_GPU)
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NULL 0
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY 1
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_COLOR 2
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS 3
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_DEPTH 4
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE 5
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK 6
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK 7
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH 8
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS 9
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH 10
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR 11
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LOCK_STATUS 12
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS 13
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR 14
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY 15
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DEBUG_OUTPUT 16
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LANCZOS_LUT 17
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT 18
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT 19
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RCAS_INPUT 20
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LOCK_STATUS_1 21
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LOCK_STATUS_2 22
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_1 23
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_2 24
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_REACTIVITY 25
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_TRANSPARENCY_AND_COMPOSITION 26
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT 27
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS 28
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE 29 // same as FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0 29
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_1 30
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_2 31
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_3 32
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4 33
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_5 34
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_6 35
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_7 36
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_8 37
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_9 38
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_10 39
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_11 40
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12 41
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_EXPOSURE 42
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTO_EXPOSURE 43
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOREACTIVE 44
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOCOMPOSITION_DEPRECATED 45
-
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR 46
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR 47
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_1 48
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_1 49
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_2 50
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_2 51
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREVIOUS_DILATED_MOTION_VECTORS 52
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY_1 53
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY_2 54
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA 55
-
-// Shading change detection mip level setting, value must be in the range [FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0, FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12]
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4
-#define FFX_FSR3UPSCALER_SHADING_CHANGE_MIP_LEVEL (FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE - FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE)
-
-#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT 56
-
-#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER 0
-#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_SPD 1
-#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_RCAS 2
-#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE 3
-
-#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_TONEMAP 1
-#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP 2
-#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_THRESHOLD 4
-#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX 8
-
-#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
-
-#endif //!defined( FFX_FSR3UPSCALER_RESOURCES_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
deleted file mode 100644
index 30531940..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
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-PluginImporter:
- externalObjects: {}
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- Exclude Win: 1
- Exclude Win64: 1
- Editor:
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- Linux64:
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- userData:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h
deleted file mode 100644
index d33f70cf..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h
+++ /dev/null
@@ -1,606 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_SAMPLE_H
-#define FFX_FSR3UPSCALER_SAMPLE_H
-
-// suppress warnings
-#ifdef FFX_HLSL
-#pragma warning(disable: 4008) // potentially divide by zero
-#endif //FFX_HLSL
-
-struct FetchedBilinearSamples {
-
- FfxFloat32x4 fColor00;
- FfxFloat32x4 fColor10;
-
- FfxFloat32x4 fColor01;
- FfxFloat32x4 fColor11;
-};
-
-struct FetchedBicubicSamples {
-
- FfxFloat32x4 fColor00;
- FfxFloat32x4 fColor10;
- FfxFloat32x4 fColor20;
- FfxFloat32x4 fColor30;
-
- FfxFloat32x4 fColor01;
- FfxFloat32x4 fColor11;
- FfxFloat32x4 fColor21;
- FfxFloat32x4 fColor31;
-
- FfxFloat32x4 fColor02;
- FfxFloat32x4 fColor12;
- FfxFloat32x4 fColor22;
- FfxFloat32x4 fColor32;
-
- FfxFloat32x4 fColor03;
- FfxFloat32x4 fColor13;
- FfxFloat32x4 fColor23;
- FfxFloat32x4 fColor33;
-};
-
-#if FFX_HALF
-struct FetchedBilinearSamplesMin16 {
-
- FFX_MIN16_F4 fColor00;
- FFX_MIN16_F4 fColor10;
-
- FFX_MIN16_F4 fColor01;
- FFX_MIN16_F4 fColor11;
-};
-
-struct FetchedBicubicSamplesMin16 {
-
- FFX_MIN16_F4 fColor00;
- FFX_MIN16_F4 fColor10;
- FFX_MIN16_F4 fColor20;
- FFX_MIN16_F4 fColor30;
-
- FFX_MIN16_F4 fColor01;
- FFX_MIN16_F4 fColor11;
- FFX_MIN16_F4 fColor21;
- FFX_MIN16_F4 fColor31;
-
- FFX_MIN16_F4 fColor02;
- FFX_MIN16_F4 fColor12;
- FFX_MIN16_F4 fColor22;
- FFX_MIN16_F4 fColor32;
-
- FFX_MIN16_F4 fColor03;
- FFX_MIN16_F4 fColor13;
- FFX_MIN16_F4 fColor23;
- FFX_MIN16_F4 fColor33;
-};
-#else //FFX_HALF
-#define FetchedBicubicSamplesMin16 FetchedBicubicSamples
-#define FetchedBilinearSamplesMin16 FetchedBilinearSamples
-#endif //FFX_HALF
-
-FfxFloat32x4 Linear(FfxFloat32x4 A, FfxFloat32x4 B, FfxFloat32 t)
-{
- return A + (B - A) * t;
-}
-
-FfxFloat32x4 Bilinear(FetchedBilinearSamples BilinearSamples, FfxFloat32x2 fPxFrac)
-{
- FfxFloat32x4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x);
- FfxFloat32x4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x);
- FfxFloat32x4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y);
- return fColorXY;
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 Linear(FFX_MIN16_F4 A, FFX_MIN16_F4 B, FFX_MIN16_F t)
-{
- return A + (B - A) * t;
-}
-
-FFX_MIN16_F4 Bilinear(FetchedBilinearSamplesMin16 BilinearSamples, FFX_MIN16_F2 fPxFrac)
-{
- FFX_MIN16_F4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x);
- FFX_MIN16_F4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x);
- FFX_MIN16_F4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y);
- return fColorXY;
-}
-#endif
-
-FfxFloat32 Lanczos2NoClamp(FfxFloat32 x)
-{
- const FfxFloat32 PI = 3.141592653589793f; // TODO: share SDK constants
- return abs(x) < FSR3UPSCALER_EPSILON ? 1.f : (sin(PI * x) / (PI * x)) * (sin(0.5f * PI * x) / (0.5f * PI * x));
-}
-
-FfxFloat32 Lanczos2(FfxFloat32 x)
-{
- x = ffxMin(abs(x), 2.0f);
- return Lanczos2NoClamp(x);
-}
-
-#if FFX_HALF
-
-#if 0
-FFX_MIN16_F Lanczos2NoClamp(FFX_MIN16_F x)
-{
- const FFX_MIN16_F PI = FFX_MIN16_F(3.141592653589793f); // TODO: share SDK constants
- return abs(x) < FFX_MIN16_F(FSR3UPSCALER_EPSILON) ? FFX_MIN16_F(1.f) : (sin(PI * x) / (PI * x)) * (sin(FFX_MIN16_F(0.5f) * PI * x) / (FFX_MIN16_F(0.5f) * PI * x));
-}
-#endif
-
-FFX_MIN16_F Lanczos2(FFX_MIN16_F x)
-{
- x = ffxMin(abs(x), FFX_MIN16_F(2.0f));
- return FFX_MIN16_F(Lanczos2NoClamp(x));
-}
-#endif //FFX_HALF
-
-// FSR1 lanczos approximation. Input is x*x and must be <= 4.
-FfxFloat32 Lanczos2ApproxSqNoClamp(FfxFloat32 x2)
-{
- FfxFloat32 a = (2.0f / 5.0f) * x2 - 1;
- FfxFloat32 b = (1.0f / 4.0f) * x2 - 1;
- return ((25.0f / 16.0f) * a * a - (25.0f / 16.0f - 1)) * (b * b);
-}
-
-#if FFX_HALF
-FFX_MIN16_F Lanczos2ApproxSqNoClamp(FFX_MIN16_F x2)
-{
- FFX_MIN16_F a = FFX_MIN16_F(2.0f / 5.0f) * x2 - FFX_MIN16_F(1);
- FFX_MIN16_F b = FFX_MIN16_F(1.0f / 4.0f) * x2 - FFX_MIN16_F(1);
- return (FFX_MIN16_F(25.0f / 16.0f) * a * a - FFX_MIN16_F(25.0f / 16.0f - 1)) * (b * b);
-}
-#endif //FFX_HALF
-
-FfxFloat32 Lanczos2ApproxSq(FfxFloat32 x2)
-{
- x2 = ffxMin(x2, 4.0f);
- return Lanczos2ApproxSqNoClamp(x2);
-}
-
-#if FFX_HALF
-FFX_MIN16_F Lanczos2ApproxSq(FFX_MIN16_F x2)
-{
- x2 = ffxMin(x2, FFX_MIN16_F(4.0f));
- return Lanczos2ApproxSqNoClamp(x2);
-}
-#endif //FFX_HALF
-
-FfxFloat32 Lanczos2ApproxNoClamp(FfxFloat32 x)
-{
- return Lanczos2ApproxSqNoClamp(x * x);
-}
-
-#if FFX_HALF
-FFX_MIN16_F Lanczos2ApproxNoClamp(FFX_MIN16_F x)
-{
- return Lanczos2ApproxSqNoClamp(x * x);
-}
-#endif //FFX_HALF
-
-FfxFloat32 Lanczos2Approx(FfxFloat32 x)
-{
- return Lanczos2ApproxSq(x * x);
-}
-
-#if FFX_HALF
-FFX_MIN16_F Lanczos2Approx(FFX_MIN16_F x)
-{
- return Lanczos2ApproxSq(x * x);
-}
-#endif //FFX_HALF
-
-FfxFloat32 Lanczos2_UseLUT(FfxFloat32 x)
-{
- return SampleLanczos2Weight(abs(x));
-}
-
-#if FFX_HALF
-FFX_MIN16_F Lanczos2_UseLUT(FFX_MIN16_F x)
-{
- return FFX_MIN16_F(SampleLanczos2Weight(abs(x)));
-}
-#endif //FFX_HALF
-
-FfxFloat32x4 Lanczos2_UseLUT(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
-{
- FfxFloat32 fWeight0 = Lanczos2_UseLUT(-1.f - t);
- FfxFloat32 fWeight1 = Lanczos2_UseLUT(-0.f - t);
- FfxFloat32 fWeight2 = Lanczos2_UseLUT(+1.f - t);
- FfxFloat32 fWeight3 = Lanczos2_UseLUT(+2.f - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-#if FFX_HALF
-FFX_MIN16_F4 Lanczos2_UseLUT(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
-{
- FFX_MIN16_F fWeight0 = Lanczos2_UseLUT(FFX_MIN16_F(-1.f) - t);
- FFX_MIN16_F fWeight1 = Lanczos2_UseLUT(FFX_MIN16_F(-0.f) - t);
- FFX_MIN16_F fWeight2 = Lanczos2_UseLUT(FFX_MIN16_F(+1.f) - t);
- FFX_MIN16_F fWeight3 = Lanczos2_UseLUT(FFX_MIN16_F(+2.f) - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-#endif
-
-FfxFloat32x4 Lanczos2(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
-{
- FfxFloat32 fWeight0 = Lanczos2(-1.f - t);
- FfxFloat32 fWeight1 = Lanczos2(-0.f - t);
- FfxFloat32 fWeight2 = Lanczos2(+1.f - t);
- FfxFloat32 fWeight3 = Lanczos2(+2.f - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-
-FfxFloat32x4 Lanczos2(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
-{
- FfxFloat32x4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FfxFloat32x4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FfxFloat32x4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FfxFloat32x4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FfxFloat32x4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FfxFloat32x4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
- FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) {
-
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 Lanczos2(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
-{
- FFX_MIN16_F fWeight0 = Lanczos2(FFX_MIN16_F(-1.f) - t);
- FFX_MIN16_F fWeight1 = Lanczos2(FFX_MIN16_F(-0.f) - t);
- FFX_MIN16_F fWeight2 = Lanczos2(FFX_MIN16_F(+1.f) - t);
- FFX_MIN16_F fWeight3 = Lanczos2(FFX_MIN16_F(+2.f) - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-
-FFX_MIN16_F4 Lanczos2(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
-{
- FFX_MIN16_F4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FFX_MIN16_F4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FFX_MIN16_F4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FFX_MIN16_F4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FFX_MIN16_F4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FFX_MIN16_F4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
- FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
- {
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-#endif //FFX_HALF
-
-
-FfxFloat32x4 Lanczos2LUT(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
-{
- FfxFloat32x4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FfxFloat32x4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FfxFloat32x4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FfxFloat32x4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FfxFloat32x4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FfxFloat32x4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
- FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) {
-
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 Lanczos2LUT(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
-{
- FFX_MIN16_F4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FFX_MIN16_F4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FFX_MIN16_F4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FFX_MIN16_F4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FFX_MIN16_F4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FFX_MIN16_F4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
- FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
- {
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-#endif //FFX_HALF
-
-
-
-FfxFloat32x4 Lanczos2Approx(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
-{
- FfxFloat32 fWeight0 = Lanczos2ApproxNoClamp(-1.f - t);
- FfxFloat32 fWeight1 = Lanczos2ApproxNoClamp(-0.f - t);
- FfxFloat32 fWeight2 = Lanczos2ApproxNoClamp(+1.f - t);
- FfxFloat32 fWeight3 = Lanczos2ApproxNoClamp(+2.f - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 Lanczos2Approx(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
-{
- FFX_MIN16_F fWeight0 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-1.f) - t);
- FFX_MIN16_F fWeight1 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-0.f) - t);
- FFX_MIN16_F fWeight2 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+1.f) - t);
- FFX_MIN16_F fWeight3 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+2.f) - t);
- return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
-}
-#endif //FFX_HALF
-
-FfxFloat32x4 Lanczos2Approx(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
-{
- FfxFloat32x4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FfxFloat32x4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FfxFloat32x4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FfxFloat32x4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FfxFloat32x4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FfxFloat32x4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
- FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
- {
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-
-#if FFX_HALF
-FFX_MIN16_F4 Lanczos2Approx(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
-{
- FFX_MIN16_F4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
- FFX_MIN16_F4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
- FFX_MIN16_F4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
- FFX_MIN16_F4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
- FFX_MIN16_F4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
-
- // Deringing
-
- // TODO: only use 4 by checking jitter
- const FfxInt32 iDeringingSampleCount = 4;
- const FFX_MIN16_F4 fDeringingSamples[4] = {
- Samples.fColor11,
- Samples.fColor21,
- Samples.fColor12,
- Samples.fColor22,
- };
-
- FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
- FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
-
- FFX_UNROLL
- for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
- {
- fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
- fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
- }
-
- fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
-
- return fColorXY;
-}
-#endif
-
-// Clamp by offset direction. Assuming iPxSample is already in range and iPxOffset is compile time constant.
-FfxInt32x2 ClampCoord(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize)
-{
- FfxInt32x2 result = iPxSample + iPxOffset;
- result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x;
- result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x;
- result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y;
- result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y;
- return result;
-}
-#if FFX_HALF
-FFX_MIN16_I2 ClampCoord(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize)
-{
- FFX_MIN16_I2 result = iPxSample + iPxOffset;
- result.x = (iPxOffset.x < FFX_MIN16_I(0)) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x;
- result.x = (iPxOffset.x > FFX_MIN16_I(0)) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x;
- result.y = (iPxOffset.y < FFX_MIN16_I(0)) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y;
- result.y = (iPxOffset.y > FFX_MIN16_I(0)) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y;
- return result;
-}
-#endif //FFX_HALF
-
-
-#define DeclareCustomFetchBicubicSamplesWithType(SampleType, TextureType, AddrType, Name, LoadTexture) \
- SampleType Name(AddrType iPxSample, AddrType iTextureSize) \
- { \
- SampleType Samples; \
- \
- Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, -1), iTextureSize))); \
- Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, -1), iTextureSize))); \
- Samples.fColor20 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, -1), iTextureSize))); \
- Samples.fColor30 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, -1), iTextureSize))); \
- \
- Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +0), iTextureSize))); \
- Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \
- Samples.fColor21 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \
- Samples.fColor31 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +0), iTextureSize))); \
- \
- Samples.fColor02 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +1), iTextureSize))); \
- Samples.fColor12 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \
- Samples.fColor22 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \
- Samples.fColor32 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +1), iTextureSize))); \
- \
- Samples.fColor03 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +2), iTextureSize))); \
- Samples.fColor13 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +2), iTextureSize))); \
- Samples.fColor23 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +2), iTextureSize))); \
- Samples.fColor33 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +2), iTextureSize))); \
- \
- return Samples; \
- }
-
-#define DeclareCustomFetchBicubicSamples(Name, LoadTexture) \
- DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture)
-
-#define DeclareCustomFetchBicubicSamplesMin16(Name, LoadTexture) \
- DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture)
-
-#define DeclareCustomFetchBilinearSamplesWithType(SampleType, TextureType,AddrType, Name, LoadTexture) \
- SampleType Name(AddrType iPxSample, AddrType iTextureSize) \
- { \
- SampleType Samples; \
- Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \
- Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \
- Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \
- Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \
- return Samples; \
- }
-
-#define DeclareCustomFetchBilinearSamples(Name, LoadTexture) \
- DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture)
-
-#define DeclareCustomFetchBilinearSamplesMin16(Name, LoadTexture) \
- DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture)
-
-// BE CAREFUL: there is some precision issues and (3253, 125) leading to (3252.9989778, 125.001102)
-// is common, so iPxSample can "jitter"
-#define DeclareCustomTextureSample(Name, InterpolateSamples, FetchSamples) \
- FfxFloat32x4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \
- { \
- FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \
- /* Clamp base coords */ \
- fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x), fPxSample.x)); \
- fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y), fPxSample.y)); \
- /* */ \
- FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \
- FfxFloat32x2 fPxFrac = ffxFract(fPxSample); \
- FfxFloat32x4 fColorXY = FfxFloat32x4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \
- return fColorXY; \
- }
-
-#define DeclareCustomTextureSampleMin16(Name, InterpolateSamples, FetchSamples) \
- FFX_MIN16_F4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \
- { \
- FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \
- /* Clamp base coords */ \
- fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x), fPxSample.x)); \
- fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y), fPxSample.y)); \
- /* */ \
- FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \
- FFX_MIN16_F2 fPxFrac = FFX_MIN16_F2(ffxFract(fPxSample)); \
- FFX_MIN16_F4 fColorXY = FFX_MIN16_F4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \
- return fColorXY; \
- }
-
-#define FFX_FSR3UPSCALER_CONCAT_ID(x, y) x ## y
-#define FFX_FSR3UPSCALER_CONCAT(x, y) FFX_FSR3UPSCALER_CONCAT_ID(x, y)
-#define FFX_FSR3UPSCALER_SAMPLER_1D_0 Lanczos2
-#define FFX_FSR3UPSCALER_SAMPLER_1D_1 Lanczos2LUT
-#define FFX_FSR3UPSCALER_SAMPLER_1D_2 Lanczos2Approx
-
-#define FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(x) FFX_FSR3UPSCALER_CONCAT(FFX_FSR3UPSCALER_SAMPLER_1D_, x)
-
-#endif //!defined( FFX_FSR3UPSCALER_SAMPLE_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
deleted file mode 100644
index cc4a5f06..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
+++ /dev/null
@@ -1,36 +0,0 @@
-fileFormatVersion: 2
-guid: dcb900c9deecd06419a8a4c10c305890
-PluginImporter:
- externalObjects: {}
- serializedVersion: 3
- iconMap: {}
- executionOrder: {}
- defineConstraints: []
- isPreloaded: 0
- isOverridable: 0
- isExplicitlyReferenced: 0
- validateReferences: 1
- platformData:
- Any:
- enabled: 0
- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
- Editor:
- enabled: 0
- settings:
- DefaultValueInitialized: true
- Linux64:
- enabled: 0
- settings:
- CPU: None
- Win:
- enabled: 0
- settings:
- CPU: None
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h
deleted file mode 100644
index 2d446bbb..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h
+++ /dev/null
@@ -1,250 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-#define USE_YCOCG 1
-
-#define fAutogenEpsilon 0.01f
-
-// EXPERIMENTAL
-
-FFX_MIN16_F ComputeAutoTC_01(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx)
-{
- FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId);
- FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId);
- FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx);
- FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx);
-
-#if USE_YCOCG
- colorPreAlpha = RGBToYCoCg(colorPreAlpha);
- colorPostAlpha = RGBToYCoCg(colorPostAlpha);
- colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha);
- colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha);
-#endif
-
- FfxFloat32x3 colorDeltaCurr = colorPostAlpha - colorPreAlpha;
- FfxFloat32x3 colorDeltaPrev = colorPrevPostAlpha - colorPrevPreAlpha;
- bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDeltaCurr), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon)));
- bool hadAlpha = any(FFX_GREATER_THAN(abs(colorDeltaPrev), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon)));
-
- FfxFloat32x3 X = colorPreAlpha;
- FfxFloat32x3 Y = colorPostAlpha;
- FfxFloat32x3 Z = colorPrevPreAlpha;
- FfxFloat32x3 W = colorPrevPostAlpha;
-
- FFX_MIN16_F retVal = FFX_MIN16_F(ffxSaturate(dot(abs(abs(Y - X) - abs(W - Z)), FfxFloat32x3(1, 1, 1))));
-
- // cleanup very small values
- retVal = (retVal < TcThreshold()) ? FFX_MIN16_F(0.0f) : FFX_MIN16_F(1.f);
-
- return retVal;
-}
-
-// works ok: thin edges
-FFX_MIN16_F ComputeAutoTC_02(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx)
-{
- FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId);
- FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId);
- FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx);
- FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx);
-
-#if USE_YCOCG
- colorPreAlpha = RGBToYCoCg(colorPreAlpha);
- colorPostAlpha = RGBToYCoCg(colorPostAlpha);
- colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha);
- colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha);
-#endif
-
- FfxFloat32x3 colorDelta = colorPostAlpha - colorPreAlpha;
- FfxFloat32x3 colorPrevDelta = colorPrevPostAlpha - colorPrevPreAlpha;
- bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon)));
- bool hadAlpha = any(FFX_GREATER_THAN(abs(colorPrevDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon)));
-
- FfxFloat32x3 delta = colorPostAlpha - colorPreAlpha; //prev+1*d = post => d = color, alpha =
- FfxFloat32x3 deltaPrev = colorPrevPostAlpha - colorPrevPreAlpha;
-
- FfxFloat32x3 X = colorPrevPreAlpha;
- FfxFloat32x3 N = colorPreAlpha - colorPrevPreAlpha;
- FfxFloat32x3 YAminusXA = colorPrevPostAlpha - colorPrevPreAlpha;
- FfxFloat32x3 NminusNA = colorPostAlpha - colorPrevPostAlpha;
-
- FfxFloat32x3 A = (hasAlpha || hadAlpha) ? NminusNA / max(FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon), N) : FfxFloat32x3(0, 0, 0);
-
- FFX_MIN16_F retVal = FFX_MIN16_F( max(max(A.x, A.y), A.z) );
-
- // only pixels that have significantly changed in color shuold be considered
- retVal = ffxSaturate(retVal * FFX_MIN16_F(length(colorPostAlpha - colorPrevPostAlpha)) );
-
- return retVal;
-}
-
-// This function computes the TransparencyAndComposition mask:
-// This mask indicates pixels that should discard locks and apply color clamping.
-//
-// Typically this is the case for translucent pixels (that don't write depth values) or pixels where the correctness of
-// the MVs can not be guaranteed (e.g. procedutal movement or vegetation that does not have MVs to reduce the cost during rasterization)
-// Also, large changes in color due to changed lighting should be marked to remove locks on pixels with "old" lighting.
-//
-// This function takes a opaque only and a final texture and uses internal copies of those textures from the last frame.
-// The function tries to determine where the color changes between opaque only and final image to determine the pixels that use transparency.
-// Also it uses the previous frames and detects where the use of transparency changed to mark those pixels.
-// Additionally it marks pixels where the color changed significantly in the opaque only image, e.g. due to lighting or texture animation.
-//
-// In the final step it stores the current textures in internal textures for the next frame
-
-FFX_MIN16_F ComputeTransparencyAndComposition(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx)
-{
- FFX_MIN16_F retVal = ComputeAutoTC_02(uDispatchThreadId, iPrevIdx);
-
- // [branch]
- if (retVal > FFX_MIN16_F(0.01f))
- {
- retVal = ComputeAutoTC_01(uDispatchThreadId, iPrevIdx);
- }
- return retVal;
-}
-
-float computeSolidEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos)
-{
- float lum[9];
- int i = 0;
- for (int y = -1; y < 2; ++y)
- {
- for (int x = -1; x < 2; ++x)
- {
- FfxFloat32x3 curCol = LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb;
- FfxFloat32x3 prevCol = LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb;
- lum[i++] = length(curCol - prevCol);
- }
- }
-
- //float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]);
- //float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]);
-
- //return sqrt(gradX * gradX + gradY * gradY);
-
- float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]);
- float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]);
-
- return sqrt(sqrt(gradX * gradY));
-}
-
-float computeAlphaEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos)
-{
- float lum[9];
- int i = 0;
- for (int y = -1; y < 2; ++y)
- {
- for (int x = -1; x < 2; ++x)
- {
- FfxFloat32x3 curCol = abs(LoadInputColor(curPos + FFX_MIN16_I2(x, y)).rgb - LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb);
- FfxFloat32x3 prevCol = abs(LoadPrevPostAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb - LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb);
- lum[i++] = length(curCol - prevCol);
- }
- }
-
- //float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]);
- //float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]);
-
- //return sqrt(gradX * gradX + gradY * gradY);
-
- float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]);
- float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]);
-
- return sqrt(sqrt(gradX * gradY));
-}
-
-FFX_MIN16_F ComputeAabbOverlap(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx)
-{
- FFX_MIN16_F retVal = FFX_MIN16_F(0.f);
-
- FfxFloat32x2 fMotionVector = LoadInputMotionVector(uDispatchThreadId);
- FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId);
- FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId);
- FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx);
- FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx);
-
-#if USE_YCOCG
- colorPreAlpha = RGBToYCoCg(colorPreAlpha);
- colorPostAlpha = RGBToYCoCg(colorPostAlpha);
- colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha);
- colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha);
-#endif
- FfxFloat32x3 minPrev = FFX_MIN16_F3(+1000.f, +1000.f, +1000.f);
- FfxFloat32x3 maxPrev = FFX_MIN16_F3(-1000.f, -1000.f, -1000.f);
- for (int y = -1; y < 2; ++y)
- {
- for (int x = -1; x < 2; ++x)
- {
- FfxFloat32x3 W = LoadPrevPostAlpha(iPrevIdx + FFX_MIN16_I2(x, y));
-
-#if USE_YCOCG
- W = RGBToYCoCg(W);
-#endif
- minPrev = min(minPrev, W);
- maxPrev = max(maxPrev, W);
- }
- }
- // instead of computing the overlap: simply count how many samples are outside
- // set reactive based on that
- FFX_MIN16_F count = FFX_MIN16_F(0.f);
- for (int y = -1; y < 2; ++y)
- {
- for (int x = -1; x < 2; ++x)
- {
- FfxFloat32x3 Y = LoadInputColor(uDispatchThreadId + FFX_MIN16_I2(x, y));
-
-#if USE_YCOCG
- Y = RGBToYCoCg(Y);
-#endif
- count += ((Y.x < minPrev.x) || (Y.x > maxPrev.x)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f);
- count += ((Y.y < minPrev.y) || (Y.y > maxPrev.y)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f);
- count += ((Y.z < minPrev.z) || (Y.z > maxPrev.z)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f);
- }
- }
- retVal = count / FFX_MIN16_F(27.f);
-
- return retVal;
-}
-
-
-// This function computes the Reactive mask:
-// We want pixels marked where the alpha portion of the frame changes a lot between neighbours
-// Those pixels are expected to change quickly between frames, too. (e.g. small particles, reflections on curved surfaces...)
-// As a result history would not be trustworthy.
-// On the other hand we don't want pixels marked where pre-alpha has a large differnce, since those would profit from accumulation
-// For mirrors we may assume the pre-alpha is pretty uniform color.
-//
-// This works well generally, but also marks edge pixels
-FFX_MIN16_F ComputeReactive(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx)
-{
- // we only get here if alpha has a significant contribution and has changed since last frame.
- FFX_MIN16_F retVal = FFX_MIN16_F(0.f);
-
- // mark pixels with huge variance in alpha as reactive
- FFX_MIN16_F alphaEdge = FFX_MIN16_F(computeAlphaEdge(uDispatchThreadId, iPrevIdx));
- FFX_MIN16_F opaqueEdge = FFX_MIN16_F(computeSolidEdge(uDispatchThreadId, iPrevIdx));
- retVal = ffxSaturate(alphaEdge - opaqueEdge);
-
- // the above also marks edge pixels due to jitter, so we need to cancel those out
-
-
- return retVal;
-}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
deleted file mode 100644
index baf5a67a..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
+++ /dev/null
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h
deleted file mode 100644
index 47e7ccf5..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h
+++ /dev/null
@@ -1,195 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-#ifndef FFX_FSR3UPSCALER_UPSAMPLE_H
-#define FFX_FSR3UPSCALER_UPSAMPLE_H
-
-FFX_STATIC const FfxUInt32 iLanczos2SampleCount = 16;
-
-void Deringing(RectificationBox clippingBox, FFX_PARAMETER_INOUT FfxFloat32x3 fColor)
-{
- fColor = clamp(fColor, clippingBox.aabbMin, clippingBox.aabbMax);
-}
-#if FFX_HALF
-void Deringing(RectificationBoxMin16 clippingBox, FFX_PARAMETER_INOUT FFX_MIN16_F3 fColor)
-{
- fColor = clamp(fColor, clippingBox.aabbMin, clippingBox.aabbMax);
-}
-#endif
-
-#ifndef FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE
-#define FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE 2 // Approximate
-#endif
-
-FfxFloat32 GetUpsampleLanczosWeight(FfxFloat32x2 fSrcSampleOffset, FfxFloat32 fKernelWeight)
-{
- FfxFloat32x2 fSrcSampleOffsetBiased = fSrcSampleOffset * fKernelWeight.xx;
-#if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 0 // LANCZOS_TYPE_REFERENCE
- FfxFloat32 fSampleWeight = Lanczos2(length(fSrcSampleOffsetBiased));
-#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 1 // LANCZOS_TYPE_LUT
- FfxFloat32 fSampleWeight = Lanczos2_UseLUT(length(fSrcSampleOffsetBiased));
-#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 2 // LANCZOS_TYPE_APPROXIMATE
- FfxFloat32 fSampleWeight = Lanczos2ApproxSq(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased));
-#else
-#error "Invalid Lanczos type"
-#endif
- return fSampleWeight;
-}
-
-#if FFX_HALF
-FFX_MIN16_F GetUpsampleLanczosWeight(FFX_MIN16_F2 fSrcSampleOffset, FFX_MIN16_F fKernelWeight)
-{
- FFX_MIN16_F2 fSrcSampleOffsetBiased = fSrcSampleOffset * fKernelWeight.xx;
-#if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 0 // LANCZOS_TYPE_REFERENCE
- FFX_MIN16_F fSampleWeight = Lanczos2(length(fSrcSampleOffsetBiased));
-#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 1 // LANCZOS_TYPE_LUT
- FFX_MIN16_F fSampleWeight = Lanczos2_UseLUT(length(fSrcSampleOffsetBiased));
-#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 2 // LANCZOS_TYPE_APPROXIMATE
- FFX_MIN16_F fSampleWeight = Lanczos2ApproxSq(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased));
-
- // To Test: Save reciproqual sqrt compute
- // FfxFloat32 fSampleWeight = Lanczos2Sq_UseLUT(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased));
-#else
-#error "Invalid Lanczos type"
-#endif
- return fSampleWeight;
-}
-#endif
-
-FfxFloat32 ComputeMaxKernelWeight() {
- const FfxFloat32 fKernelSizeBias = 1.0f;
-
- FfxFloat32 fKernelWeight = FfxFloat32(1) + (FfxFloat32(1.0f) / FfxFloat32x2(DownscaleFactor()) - FfxFloat32(1)).x * FfxFloat32(fKernelSizeBias);
-
- return ffxMin(FfxFloat32(1.99f), fKernelWeight);
-}
-
-FfxFloat32x4 ComputeUpsampledColorAndWeight(const AccumulationPassCommonParams params,
- FFX_PARAMETER_INOUT RectificationBox clippingBox, FfxFloat32 fReactiveFactor)
-{
- #if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF
- #include "ffx_fsr3upscaler_force16_begin.h"
- #endif
- // We compute a sliced lanczos filter with 2 lobes (other slices are accumulated temporaly)
- FfxFloat32x2 fDstOutputPos = FfxFloat32x2(params.iPxHrPos) + FFX_BROADCAST_FLOAT32X2(0.5f); // Destination resolution output pixel center position
- FfxFloat32x2 fSrcOutputPos = fDstOutputPos * DownscaleFactor(); // Source resolution output pixel center position
- FfxInt32x2 iSrcInputPos = FfxInt32x2(floor(fSrcOutputPos)); // TODO: what about weird upscale factors...
-
- #if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF
- #include "ffx_fsr3upscaler_force16_end.h"
- #endif
-
- FfxFloat32x3 fSamples[iLanczos2SampleCount];
-
- FfxFloat32x2 fSrcUnjitteredPos = (FfxFloat32x2(iSrcInputPos) + FfxFloat32x2(0.5f, 0.5f)) - Jitter(); // This is the un-jittered position of the sample at offset 0,0
-
- FfxInt32x2 offsetTL;
- offsetTL.x = (fSrcUnjitteredPos.x > fSrcOutputPos.x) ? FfxInt32(-2) : FfxInt32(-1);
- offsetTL.y = (fSrcUnjitteredPos.y > fSrcOutputPos.y) ? FfxInt32(-2) : FfxInt32(-1);
-
- //Load samples
- // If fSrcUnjitteredPos.y > fSrcOutputPos.y, indicates offsetTL.y = -2, sample offset Y will be [-2, 1], clipbox will be rows [1, 3].
- // Flip row# for sampling offset in this case, so first 0~2 rows in the sampled array can always be used for computing the clipbox.
- // This reduces branch or cmove on sampled colors, but moving this overhead to sample position / weight calculation time which apply to less values.
- const FfxBoolean bFlipRow = fSrcUnjitteredPos.y > fSrcOutputPos.y;
- const FfxBoolean bFlipCol = fSrcUnjitteredPos.x > fSrcOutputPos.x;
-
- FfxFloat32x2 fOffsetTL = FfxFloat32x2(offsetTL);
-
- FFX_UNROLL
- for (FfxInt32 row = 0; row < 3; row++) {
-
- FFX_UNROLL
- for (FfxInt32 col = 0; col < 3; col++) {
- FfxInt32 iSampleIndex = col + (row << 2);
-
- FfxInt32x2 sampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row);
- FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + offsetTL + sampleColRow;
-
- const FfxInt32x2 sampleCoord = ClampLoad(iSrcSamplePos, FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
-
- fSamples[iSampleIndex] = LoadPreparedInputColor(FfxInt32x2(sampleCoord));
- }
- }
-
- FfxFloat32x4 fColorAndWeight = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
-
- FfxFloat32x2 fBaseSampleOffset = FfxFloat32x2(fSrcUnjitteredPos - fSrcOutputPos);
-
- // Identify how much of each upsampled color to be used for this frame
- const FfxFloat32 fKernelReactiveFactor = ffxMax(fReactiveFactor, FfxFloat32(params.bIsNewSample));
- const FfxFloat32 fKernelBiasMax = ComputeMaxKernelWeight() * (1.0f - fKernelReactiveFactor);
-
- const FfxFloat32 fKernelBiasMin = ffxMax(1.0f, ((1.0f + fKernelBiasMax) * 0.3f));
- const FfxFloat32 fKernelBiasFactor = ffxMax(0.0f, ffxMax(0.25f * params.fDepthClipFactor, fKernelReactiveFactor));
- const FfxFloat32 fKernelBias = ffxLerp(fKernelBiasMax, fKernelBiasMin, fKernelBiasFactor);
-
- const FfxFloat32 fRectificationCurveBias = ffxLerp(-2.0f, -3.0f, ffxSaturate(params.fHrVelocity / 50.0f));
-
- FFX_UNROLL
- for (FfxInt32 row = 0; row < 3; row++) {
- FFX_UNROLL
- for (FfxInt32 col = 0; col < 3; col++) {
- FfxInt32 iSampleIndex = col + (row << 2);
-
- const FfxInt32x2 sampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row);
- const FfxFloat32x2 fOffset = fOffsetTL + FfxFloat32x2(sampleColRow);
- FfxFloat32x2 fSrcSampleOffset = fBaseSampleOffset + fOffset;
-
- FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + FfxInt32x2(offsetTL) + sampleColRow;
-
- const FfxFloat32 fOnScreenFactor = FfxFloat32(IsOnScreen(FfxInt32x2(iSrcSamplePos), FfxInt32x2(RenderSize())));
- FfxFloat32 fSampleWeight = fOnScreenFactor * FfxFloat32(GetUpsampleLanczosWeight(fSrcSampleOffset, fKernelBias));
-
- fColorAndWeight += FfxFloat32x4(fSamples[iSampleIndex] * fSampleWeight, fSampleWeight);
-
- // Update rectification box
- {
- const FfxFloat32 fSrcSampleOffsetSq = dot(fSrcSampleOffset, fSrcSampleOffset);
- const FfxFloat32 fBoxSampleWeight = exp(fRectificationCurveBias * fSrcSampleOffsetSq);
-
- const FfxBoolean bInitialSample = (row == 0) && (col == 0);
- RectificationBoxAddSample(bInitialSample, clippingBox, fSamples[iSampleIndex], fBoxSampleWeight);
- }
- }
- }
-
- RectificationBoxComputeVarianceBoxData(clippingBox);
-
- fColorAndWeight.w *= FfxFloat32(fColorAndWeight.w > FSR3UPSCALER_EPSILON);
-
- if (fColorAndWeight.w > FSR3UPSCALER_EPSILON) {
- // Normalize for deringing (we need to compare colors)
- fColorAndWeight.xyz = fColorAndWeight.xyz / fColorAndWeight.w;
- fColorAndWeight.w *= fUpsampleLanczosWeightScale;
-
- Deringing(clippingBox, fColorAndWeight.xyz);
- }
-
- #if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF
- #include "ffx_fsr3upscaler_force16_end.h"
- #endif
-
- return fColorAndWeight;
-}
-
-#endif //!defined( FFX_FSR3UPSCALER_UPSAMPLE_H )
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
deleted file mode 100644
index e69e743e..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
+++ /dev/null
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1.meta
deleted file mode 100644
index 731c94fd..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h
deleted file mode 100644
index e780995f..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h
+++ /dev/null
@@ -1,1252 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// @defgroup FfxGPUFsr1 FidelityFX FSR1
-/// FidelityFX Super Resolution 1 GPU documentation
-///
-/// @ingroup FfxGPUEffects
-
-/// Setup required constant values for EASU (works on CPU or GPU).
-///
-/// @param [out] con0
-/// @param [out] con1
-/// @param [out] con2
-/// @param [out] con3
-/// @param [in] inputViewportInPixelsX The rendered image resolution being upscaled in X dimension.
-/// @param [in] inputViewportInPixelsY The rendered image resolution being upscaled in Y dimension.
-/// @param [in] inputSizeInPixelsX The resolution of the resource containing the input image (useful for dynamic resolution) in X dimension.
-/// @param [in] inputSizeInPixelsY The resolution of the resource containing the input image (useful for dynamic resolution) in Y dimension.
-/// @param [in] outputSizeInPixelsX The display resolution which the input image gets upscaled to in X dimension.
-/// @param [in] outputSizeInPixelsY The display resolution which the input image gets upscaled to in Y dimension.
-///
-/// @ingroup FfxGPUFsr1
-FFX_STATIC void ffxFsrPopulateEasuConstants(
- FFX_PARAMETER_INOUT FfxUInt32x4 con0,
- FFX_PARAMETER_INOUT FfxUInt32x4 con1,
- FFX_PARAMETER_INOUT FfxUInt32x4 con2,
- FFX_PARAMETER_INOUT FfxUInt32x4 con3,
- FFX_PARAMETER_IN FfxFloat32 inputViewportInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 inputViewportInPixelsY,
- FFX_PARAMETER_IN FfxFloat32 inputSizeInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 inputSizeInPixelsY,
- FFX_PARAMETER_IN FfxFloat32 outputSizeInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 outputSizeInPixelsY)
-{
- // Output integer position to a pixel position in viewport.
- con0[0] = ffxAsUInt32(inputViewportInPixelsX * ffxReciprocal(outputSizeInPixelsX));
- con0[1] = ffxAsUInt32(inputViewportInPixelsY * ffxReciprocal(outputSizeInPixelsY));
- con0[2] = ffxAsUInt32(FfxFloat32(0.5) * inputViewportInPixelsX * ffxReciprocal(outputSizeInPixelsX) - FfxFloat32(0.5));
- con0[3] = ffxAsUInt32(FfxFloat32(0.5) * inputViewportInPixelsY * ffxReciprocal(outputSizeInPixelsY) - FfxFloat32(0.5));
-
- // Viewport pixel position to normalized image space.
- // This is used to get upper-left of 'F' tap.
- con1[0] = ffxAsUInt32(ffxReciprocal(inputSizeInPixelsX));
- con1[1] = ffxAsUInt32(ffxReciprocal(inputSizeInPixelsY));
-
- // Centers of gather4, first offset from upper-left of 'F'.
- // +---+---+
- // | | |
- // +--(0)--+
- // | b | c |
- // +---F---+---+---+
- // | e | f | g | h |
- // +--(1)--+--(2)--+
- // | i | j | k | l |
- // +---+---+---+---+
- // | n | o |
- // +--(3)--+
- // | | |
- // +---+---+
- con1[2] = ffxAsUInt32(FfxFloat32(1.0) * ffxReciprocal(inputSizeInPixelsX));
- con1[3] = ffxAsUInt32(FfxFloat32(-1.0) * ffxReciprocal(inputSizeInPixelsY));
-
- // These are from (0) instead of 'F'.
- con2[0] = ffxAsUInt32(FfxFloat32(-1.0) * ffxReciprocal(inputSizeInPixelsX));
- con2[1] = ffxAsUInt32(FfxFloat32(2.0) * ffxReciprocal(inputSizeInPixelsY));
- con2[2] = ffxAsUInt32(FfxFloat32(1.0) * ffxReciprocal(inputSizeInPixelsX));
- con2[3] = ffxAsUInt32(FfxFloat32(2.0) * ffxReciprocal(inputSizeInPixelsY));
- con3[0] = ffxAsUInt32(FfxFloat32(0.0) * ffxReciprocal(inputSizeInPixelsX));
- con3[1] = ffxAsUInt32(FfxFloat32(4.0) * ffxReciprocal(inputSizeInPixelsY));
- con3[2] = con3[3] = 0;
-}
-
-/// Setup required constant values for EASU (works on CPU or GPU).
-///
-/// @param [out] con0
-/// @param [out] con1
-/// @param [out] con2
-/// @param [out] con3
-/// @param [in] inputViewportInPixelsX The resolution of the input in the X dimension.
-/// @param [in] inputViewportInPixelsY The resolution of the input in the Y dimension.
-/// @param [in] inputSizeInPixelsX The input size in pixels in the X dimension.
-/// @param [in] inputSizeInPixelsY The input size in pixels in the Y dimension.
-/// @param [in] outputSizeInPixelsX The output size in pixels in the X dimension.
-/// @param [in] outputSizeInPixelsY The output size in pixels in the Y dimension.
-/// @param [in] inputOffsetInPixelsX The input image offset in the X dimension into the resource containing it (useful for dynamic resolution).
-/// @param [in] inputOffsetInPixelsY The input image offset in the Y dimension into the resource containing it (useful for dynamic resolution).
-///
-/// @ingroup FfxGPUFsr1
-FFX_STATIC void ffxFsrPopulateEasuConstantsOffset(
- FFX_PARAMETER_INOUT FfxUInt32x4 con0,
- FFX_PARAMETER_INOUT FfxUInt32x4 con1,
- FFX_PARAMETER_INOUT FfxUInt32x4 con2,
- FFX_PARAMETER_INOUT FfxUInt32x4 con3,
- FFX_PARAMETER_IN FfxFloat32 inputViewportInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 inputViewportInPixelsY,
- FFX_PARAMETER_IN FfxFloat32 inputSizeInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 inputSizeInPixelsY,
- FFX_PARAMETER_IN FfxFloat32 outputSizeInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 outputSizeInPixelsY,
- FFX_PARAMETER_IN FfxFloat32 inputOffsetInPixelsX,
- FFX_PARAMETER_IN FfxFloat32 inputOffsetInPixelsY)
-{
- ffxFsrPopulateEasuConstants(
- con0,
- con1,
- con2,
- con3,
- inputViewportInPixelsX,
- inputViewportInPixelsY,
- inputSizeInPixelsX,
- inputSizeInPixelsY,
- outputSizeInPixelsX,
- outputSizeInPixelsY);
-
- // override
- con0[2] = ffxAsUInt32(FfxFloat32(0.5) * inputViewportInPixelsX * ffxReciprocal(outputSizeInPixelsX) - FfxFloat32(0.5) + inputOffsetInPixelsX);
- con0[3] = ffxAsUInt32(FfxFloat32(0.5) * inputViewportInPixelsY * ffxReciprocal(outputSizeInPixelsY) - FfxFloat32(0.5) + inputOffsetInPixelsY);
-}
-
-#if defined(FFX_GPU) && defined(FFX_FSR_EASU_FLOAT)
-// Input callback prototypes, need to be implemented by calling shader
-FfxFloat32x4 FsrEasuRF(FfxFloat32x2 p);
-FfxFloat32x4 FsrEasuGF(FfxFloat32x2 p);
-FfxFloat32x4 FsrEasuBF(FfxFloat32x2 p);
-
-// Filtering for a given tap for the scalar.
-void fsrEasuTapFloat(
- FFX_PARAMETER_INOUT FfxFloat32x3 accumulatedColor, // Accumulated color, with negative lobe.
- FFX_PARAMETER_INOUT FfxFloat32 accumulatedWeight, // Accumulated weight.
- FFX_PARAMETER_IN FfxFloat32x2 pixelOffset, // Pixel offset from resolve position to tap.
- FFX_PARAMETER_IN FfxFloat32x2 gradientDirection, // Gradient direction.
- FFX_PARAMETER_IN FfxFloat32x2 length, // Length.
- FFX_PARAMETER_IN FfxFloat32 negativeLobeStrength, // Negative lobe strength.
- FFX_PARAMETER_IN FfxFloat32 clippingPoint, // Clipping point.
- FFX_PARAMETER_IN FfxFloat32x3 color) // Tap color.
-{
- // Rotate offset by direction.
- FfxFloat32x2 rotatedOffset;
- rotatedOffset.x = (pixelOffset.x * (gradientDirection.x)) + (pixelOffset.y * gradientDirection.y);
- rotatedOffset.y = (pixelOffset.x * (-gradientDirection.y)) + (pixelOffset.y * gradientDirection.x);
-
- // Anisotropy.
- rotatedOffset *= length;
-
- // Compute distance^2.
- FfxFloat32 distanceSquared = rotatedOffset.x * rotatedOffset.x + rotatedOffset.y * rotatedOffset.y;
-
- // Limit to the window as at corner, 2 taps can easily be outside.
- distanceSquared = ffxMin(distanceSquared, clippingPoint);
-
- // Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
- // (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
- // |_______________________________________| |_______________|
- // base window
- // The general form of the 'base' is,
- // (a*(b*x^2-1)^2-(a-1))
- // Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
- FfxFloat32 weightB = FfxFloat32(2.0 / 5.0) * distanceSquared + FfxFloat32(-1.0);
- FfxFloat32 weightA = negativeLobeStrength * distanceSquared + FfxFloat32(-1.0);
- weightB *= weightB;
- weightA *= weightA;
- weightB = FfxFloat32(25.0 / 16.0) * weightB + FfxFloat32(-(25.0 / 16.0 - 1.0));
- FfxFloat32 weight = weightB * weightA;
-
- // Do weighted average.
- accumulatedColor += color * weight;
- accumulatedWeight += weight;
-}
-
-// Accumulate direction and length.
-void fsrEasuSetFloat(
- FFX_PARAMETER_INOUT FfxFloat32x2 direction,
- FFX_PARAMETER_INOUT FfxFloat32 length,
- FFX_PARAMETER_IN FfxFloat32x2 pp,
- FFX_PARAMETER_IN FfxBoolean biS,
- FFX_PARAMETER_IN FfxBoolean biT,
- FFX_PARAMETER_IN FfxBoolean biU,
- FFX_PARAMETER_IN FfxBoolean biV,
- FFX_PARAMETER_IN FfxFloat32 lA,
- FFX_PARAMETER_IN FfxFloat32 lB,
- FFX_PARAMETER_IN FfxFloat32 lC,
- FFX_PARAMETER_IN FfxFloat32 lD,
- FFX_PARAMETER_IN FfxFloat32 lE)
-{
- // Compute bilinear weight, branches factor out as predicates are compiler time immediates.
- // s t
- // u v
- FfxFloat32 weight = FfxFloat32(0.0);
- if (biS)
- weight = (FfxFloat32(1.0) - pp.x) * (FfxFloat32(1.0) - pp.y);
- if (biT)
- weight = pp.x * (FfxFloat32(1.0) - pp.y);
- if (biU)
- weight = (FfxFloat32(1.0) - pp.x) * pp.y;
- if (biV)
- weight = pp.x * pp.y;
-
- // Direction is the '+' diff.
- // a
- // b c d
- // e
- // Then takes magnitude from abs average of both sides of 'c'.
- // Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
- FfxFloat32 dc = lD - lC;
- FfxFloat32 cb = lC - lB;
- FfxFloat32 lengthX = max(abs(dc), abs(cb));
- lengthX = ffxApproximateReciprocal(lengthX);
- FfxFloat32 directionX = lD - lB;
- direction.x += directionX * weight;
- lengthX = ffxSaturate(abs(directionX) * lengthX);
- lengthX *= lengthX;
- length += lengthX * weight;
-
- // Repeat for the y axis.
- FfxFloat32 ec = lE - lC;
- FfxFloat32 ca = lC - lA;
- FfxFloat32 lengthY = max(abs(ec), abs(ca));
- lengthY = ffxApproximateReciprocal(lengthY);
- FfxFloat32 directionY = lE - lA;
- direction.y += directionY * weight;
- lengthY = ffxSaturate(abs(directionY) * lengthY);
- lengthY *= lengthY;
- length += lengthY * weight;
-}
-
-/// Apply edge-aware spatial upsampling using 32bit floating point precision calculations.
-///
-/// @param [out] outPixel The computed color of a pixel.
-/// @param [in] integerPosition Integer pixel position within the output.
-/// @param [in] con0 The first constant value generated by ffxFsrPopulateEasuConstants.
-/// @param [in] con1 The second constant value generated by ffxFsrPopulateEasuConstants.
-/// @param [in] con2 The third constant value generated by ffxFsrPopulateEasuConstants.
-/// @param [in] con3 The fourth constant value generated by ffxFsrPopulateEasuConstants.
-///
-/// @ingroup FSR
-void ffxFsrEasuFloat(
- FFX_PARAMETER_OUT FfxFloat32x3 pix,
- FFX_PARAMETER_IN FfxUInt32x2 ip,
- FFX_PARAMETER_IN FfxUInt32x4 con0,
- FFX_PARAMETER_IN FfxUInt32x4 con1,
- FFX_PARAMETER_IN FfxUInt32x4 con2,
- FFX_PARAMETER_IN FfxUInt32x4 con3)
-{
- // Get position of 'f'.
- FfxFloat32x2 pp = FfxFloat32x2(ip) * ffxAsFloat(con0.xy) + ffxAsFloat(con0.zw);
- FfxFloat32x2 fp = floor(pp);
- pp -= fp;
-
- // 12-tap kernel.
- // b c
- // e f g h
- // i j k l
- // n o
- // Gather 4 ordering.
- // a b
- // r g
- // For packed FP16, need either {rg} or {ab} so using the following setup for gather in all versions,
- // a b <- unused (z)
- // r g
- // a b a b
- // r g r g
- // a b
- // r g <- unused (z)
- // Allowing dead-code removal to remove the 'z's.
- FfxFloat32x2 p0 = fp * ffxAsFloat(con1.xy) + ffxAsFloat(con1.zw);
-
- // These are from p0 to avoid pulling two constants on pre-Navi hardware.
- FfxFloat32x2 p1 = p0 + ffxAsFloat(con2.xy);
- FfxFloat32x2 p2 = p0 + ffxAsFloat(con2.zw);
- FfxFloat32x2 p3 = p0 + ffxAsFloat(con3.xy);
- FfxFloat32x4 bczzR = FsrEasuRF(p0);
- FfxFloat32x4 bczzG = FsrEasuGF(p0);
- FfxFloat32x4 bczzB = FsrEasuBF(p0);
- FfxFloat32x4 ijfeR = FsrEasuRF(p1);
- FfxFloat32x4 ijfeG = FsrEasuGF(p1);
- FfxFloat32x4 ijfeB = FsrEasuBF(p1);
- FfxFloat32x4 klhgR = FsrEasuRF(p2);
- FfxFloat32x4 klhgG = FsrEasuGF(p2);
- FfxFloat32x4 klhgB = FsrEasuBF(p2);
- FfxFloat32x4 zzonR = FsrEasuRF(p3);
- FfxFloat32x4 zzonG = FsrEasuGF(p3);
- FfxFloat32x4 zzonB = FsrEasuBF(p3);
-
- // Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
- FfxFloat32x4 bczzL = bczzB * ffxBroadcast4(0.5) + (bczzR * ffxBroadcast4(0.5) + bczzG);
- FfxFloat32x4 ijfeL = ijfeB * ffxBroadcast4(0.5) + (ijfeR * ffxBroadcast4(0.5) + ijfeG);
- FfxFloat32x4 klhgL = klhgB * ffxBroadcast4(0.5) + (klhgR * ffxBroadcast4(0.5) + klhgG);
- FfxFloat32x4 zzonL = zzonB * ffxBroadcast4(0.5) + (zzonR * ffxBroadcast4(0.5) + zzonG);
-
- // Rename.
- FfxFloat32 bL = bczzL.x;
- FfxFloat32 cL = bczzL.y;
- FfxFloat32 iL = ijfeL.x;
- FfxFloat32 jL = ijfeL.y;
- FfxFloat32 fL = ijfeL.z;
- FfxFloat32 eL = ijfeL.w;
- FfxFloat32 kL = klhgL.x;
- FfxFloat32 lL = klhgL.y;
- FfxFloat32 hL = klhgL.z;
- FfxFloat32 gL = klhgL.w;
- FfxFloat32 oL = zzonL.z;
- FfxFloat32 nL = zzonL.w;
-
- // Accumulate for bilinear interpolation.
- FfxFloat32x2 dir = ffxBroadcast2(0.0);
- FfxFloat32 len = FfxFloat32(0.0);
- fsrEasuSetFloat(dir, len, pp, FFX_TRUE, FFX_FALSE, FFX_FALSE, FFX_FALSE, bL, eL, fL, gL, jL);
- fsrEasuSetFloat(dir, len, pp, FFX_FALSE, FFX_TRUE, FFX_FALSE, FFX_FALSE, cL, fL, gL, hL, kL);
- fsrEasuSetFloat(dir, len, pp, FFX_FALSE, FFX_FALSE, FFX_TRUE, FFX_FALSE, fL, iL, jL, kL, nL);
- fsrEasuSetFloat(dir, len, pp, FFX_FALSE, FFX_FALSE, FFX_FALSE, FFX_TRUE, gL, jL, kL, lL, oL);
-
- // Normalize with approximation, and cleanup close to zero.
- FfxFloat32x2 dir2 = dir * dir;
- FfxFloat32 dirR = dir2.x + dir2.y;
- FfxBoolean zro = dirR < FfxFloat32(1.0 / 32768.0);
- dirR = ffxApproximateReciprocalSquareRoot(dirR);
- dirR = zro ? FfxFloat32(1.0) : dirR;
- dir.x = zro ? FfxFloat32(1.0) : dir.x;
- dir *= ffxBroadcast2(dirR);
-
- // Transform from {0 to 2} to {0 to 1} range, and shape with square.
- len = len * FfxFloat32(0.5);
- len *= len;
-
- // Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
- FfxFloat32 stretch = (dir.x * dir.x + dir.y * dir.y) * ffxApproximateReciprocal(max(abs(dir.x), abs(dir.y)));
-
- // Anisotropic length after rotation,
- // x := 1.0 lerp to 'stretch' on edges
- // y := 1.0 lerp to 2x on edges
- FfxFloat32x2 len2 = FfxFloat32x2(FfxFloat32(1.0) + (stretch - FfxFloat32(1.0)) * len, FfxFloat32(1.0) + FfxFloat32(-0.5) * len);
-
- // Based on the amount of 'edge',
- // the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
- FfxFloat32 lob = FfxFloat32(0.5) + FfxFloat32((1.0 / 4.0 - 0.04) - 0.5) * len;
-
- // Set distance^2 clipping point to the end of the adjustable window.
- FfxFloat32 clp = ffxApproximateReciprocal(lob);
-
- // Accumulation mixed with min/max of 4 nearest.
- // b c
- // e f g h
- // i j k l
- // n o
- FfxFloat32x3 min4 =
- ffxMin(ffxMin3(FfxFloat32x3(ijfeR.z, ijfeG.z, ijfeB.z), FfxFloat32x3(klhgR.w, klhgG.w, klhgB.w), FfxFloat32x3(ijfeR.y, ijfeG.y, ijfeB.y)),
- FfxFloat32x3(klhgR.x, klhgG.x, klhgB.x));
- FfxFloat32x3 max4 =
- max(ffxMax3(FfxFloat32x3(ijfeR.z, ijfeG.z, ijfeB.z), FfxFloat32x3(klhgR.w, klhgG.w, klhgB.w), FfxFloat32x3(ijfeR.y, ijfeG.y, ijfeB.y)), FfxFloat32x3(klhgR.x, klhgG.x, klhgB.x));
-
- // Accumulation.
- FfxFloat32x3 aC = ffxBroadcast3(0.0);
- FfxFloat32 aW = FfxFloat32(0.0);
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(0.0, -1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(bczzR.x, bczzG.x, bczzB.x)); // b
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(1.0, -1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(bczzR.y, bczzG.y, bczzB.y)); // c
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(-1.0, 1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(ijfeR.x, ijfeG.x, ijfeB.x)); // i
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(0.0, 1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(ijfeR.y, ijfeG.y, ijfeB.y)); // j
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(0.0, 0.0) - pp, dir, len2, lob, clp, FfxFloat32x3(ijfeR.z, ijfeG.z, ijfeB.z)); // f
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(-1.0, 0.0) - pp, dir, len2, lob, clp, FfxFloat32x3(ijfeR.w, ijfeG.w, ijfeB.w)); // e
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(1.0, 1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(klhgR.x, klhgG.x, klhgB.x)); // k
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(2.0, 1.0) - pp, dir, len2, lob, clp, FfxFloat32x3(klhgR.y, klhgG.y, klhgB.y)); // l
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(2.0, 0.0) - pp, dir, len2, lob, clp, FfxFloat32x3(klhgR.z, klhgG.z, klhgB.z)); // h
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(1.0, 0.0) - pp, dir, len2, lob, clp, FfxFloat32x3(klhgR.w, klhgG.w, klhgB.w)); // g
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(1.0, 2.0) - pp, dir, len2, lob, clp, FfxFloat32x3(zzonR.z, zzonG.z, zzonB.z)); // o
- fsrEasuTapFloat(aC, aW, FfxFloat32x2(0.0, 2.0) - pp, dir, len2, lob, clp, FfxFloat32x3(zzonR.w, zzonG.w, zzonB.w)); // n
-
- // Normalize and dering.
- pix = ffxMin(max4, max(min4, aC * ffxBroadcast3(rcp(aW))));
-}
-#endif // #if defined(FFX_GPU) && defined(FFX_FSR_EASU_FLOAT)
-
-#if defined(FFX_GPU) && FFX_HALF == 1 && defined(FFX_FSR_EASU_HALF)
-// Input callback prototypes, need to be implemented by calling shader
-FfxFloat16x4 FsrEasuRH(FfxFloat32x2 p);
-FfxFloat16x4 FsrEasuGH(FfxFloat32x2 p);
-FfxFloat16x4 FsrEasuBH(FfxFloat32x2 p);
-
-// This runs 2 taps in parallel.
-void FsrEasuTapH(
- FFX_PARAMETER_INOUT FfxFloat16x2 aCR,
- FFX_PARAMETER_INOUT FfxFloat16x2 aCG,
- FFX_PARAMETER_INOUT FfxFloat16x2 aCB,
- FFX_PARAMETER_INOUT FfxFloat16x2 aW,
- FFX_PARAMETER_IN FfxFloat16x2 offX,
- FFX_PARAMETER_IN FfxFloat16x2 offY,
- FFX_PARAMETER_IN FfxFloat16x2 dir,
- FFX_PARAMETER_IN FfxFloat16x2 len,
- FFX_PARAMETER_IN FfxFloat16 lob,
- FFX_PARAMETER_IN FfxFloat16 clp,
- FFX_PARAMETER_IN FfxFloat16x2 cR,
- FFX_PARAMETER_IN FfxFloat16x2 cG,
- FFX_PARAMETER_IN FfxFloat16x2 cB)
-{
- FfxFloat16x2 vX, vY;
- vX = offX * dir.xx + offY * dir.yy;
- vY = offX * (-dir.yy) + offY * dir.xx;
- vX *= len.x;
- vY *= len.y;
- FfxFloat16x2 d2 = vX * vX + vY * vY;
- d2 = min(d2, FFX_BROADCAST_FLOAT16X2(clp));
- FfxFloat16x2 wB = FFX_BROADCAST_FLOAT16X2(2.0 / 5.0) * d2 + FFX_BROADCAST_FLOAT16X2(-1.0);
- FfxFloat16x2 wA = FFX_BROADCAST_FLOAT16X2(lob) * d2 + FFX_BROADCAST_FLOAT16X2(-1.0);
- wB *= wB;
- wA *= wA;
- wB = FFX_BROADCAST_FLOAT16X2(25.0 / 16.0) * wB + FFX_BROADCAST_FLOAT16X2(-(25.0 / 16.0 - 1.0));
- FfxFloat16x2 w = wB * wA;
- aCR += cR * w;
- aCG += cG * w;
- aCB += cB * w;
- aW += w;
-}
-
-// This runs 2 taps in parallel.
-void FsrEasuSetH(
- FFX_PARAMETER_INOUT FfxFloat16x2 dirPX,
- FFX_PARAMETER_INOUT FfxFloat16x2 dirPY,
- FFX_PARAMETER_INOUT FfxFloat16x2 lenP,
- FFX_PARAMETER_IN FfxFloat16x2 pp,
- FFX_PARAMETER_IN FfxBoolean biST,
- FFX_PARAMETER_IN FfxBoolean biUV,
- FFX_PARAMETER_IN FfxFloat16x2 lA,
- FFX_PARAMETER_IN FfxFloat16x2 lB,
- FFX_PARAMETER_IN FfxFloat16x2 lC,
- FFX_PARAMETER_IN FfxFloat16x2 lD,
- FFX_PARAMETER_IN FfxFloat16x2 lE)
-{
- FfxFloat16x2 w = FFX_BROADCAST_FLOAT16X2(0.0);
-
- if (biST)
- w = (FfxFloat16x2(1.0, 0.0) + FfxFloat16x2(-pp.x, pp.x)) * FFX_BROADCAST_FLOAT16X2(FFX_BROADCAST_FLOAT16(1.0) - pp.y);
-
- if (biUV)
- w = (FfxFloat16x2(1.0, 0.0) + FfxFloat16x2(-pp.x, pp.x)) * FFX_BROADCAST_FLOAT16X2(pp.y);
-
- // ABS is not free in the packed FP16 path.
- FfxFloat16x2 dc = lD - lC;
- FfxFloat16x2 cb = lC - lB;
- FfxFloat16x2 lenX = max(abs(dc), abs(cb));
- lenX = ffxReciprocalHalf(lenX);
-
- FfxFloat16x2 dirX = lD - lB;
- dirPX += dirX * w;
- lenX = FfxFloat16x2(ffxSaturate(abs(dirX) * lenX));
- lenX *= lenX;
- lenP += lenX * w;
- FfxFloat16x2 ec = lE - lC;
- FfxFloat16x2 ca = lC - lA;
- FfxFloat16x2 lenY = max(abs(ec), abs(ca));
- lenY = ffxReciprocalHalf(lenY);
- FfxFloat16x2 dirY = lE - lA;
- dirPY += dirY * w;
- lenY = FfxFloat16x2(ffxSaturate(abs(dirY) * lenY));
- lenY *= lenY;
- lenP += lenY * w;
-}
-
-void FsrEasuH(
- FFX_PARAMETER_OUT FfxFloat16x3 pix,
- FFX_PARAMETER_IN FfxUInt32x2 ip,
- FFX_PARAMETER_IN FfxUInt32x4 con0,
- FFX_PARAMETER_IN FfxUInt32x4 con1,
- FFX_PARAMETER_IN FfxUInt32x4 con2,
- FFX_PARAMETER_IN FfxUInt32x4 con3)
-{
- FfxFloat32x2 pp = FfxFloat32x2(ip) * ffxAsFloat(con0.xy) + ffxAsFloat(con0.zw);
- FfxFloat32x2 fp = floor(pp);
- pp -= fp;
- FfxFloat16x2 ppp = FfxFloat16x2(pp);
-
- FfxFloat32x2 p0 = fp * ffxAsFloat(con1.xy) + ffxAsFloat(con1.zw);
- FfxFloat32x2 p1 = p0 + ffxAsFloat(con2.xy);
- FfxFloat32x2 p2 = p0 + ffxAsFloat(con2.zw);
- FfxFloat32x2 p3 = p0 + ffxAsFloat(con3.xy);
- FfxFloat16x4 bczzR = FsrEasuRH(p0);
- FfxFloat16x4 bczzG = FsrEasuGH(p0);
- FfxFloat16x4 bczzB = FsrEasuBH(p0);
- FfxFloat16x4 ijfeR = FsrEasuRH(p1);
- FfxFloat16x4 ijfeG = FsrEasuGH(p1);
- FfxFloat16x4 ijfeB = FsrEasuBH(p1);
- FfxFloat16x4 klhgR = FsrEasuRH(p2);
- FfxFloat16x4 klhgG = FsrEasuGH(p2);
- FfxFloat16x4 klhgB = FsrEasuBH(p2);
- FfxFloat16x4 zzonR = FsrEasuRH(p3);
- FfxFloat16x4 zzonG = FsrEasuGH(p3);
- FfxFloat16x4 zzonB = FsrEasuBH(p3);
-
- FfxFloat16x4 bczzL = bczzB * FFX_BROADCAST_FLOAT16X4(0.5) + (bczzR * FFX_BROADCAST_FLOAT16X4(0.5) + bczzG);
- FfxFloat16x4 ijfeL = ijfeB * FFX_BROADCAST_FLOAT16X4(0.5) + (ijfeR * FFX_BROADCAST_FLOAT16X4(0.5) + ijfeG);
- FfxFloat16x4 klhgL = klhgB * FFX_BROADCAST_FLOAT16X4(0.5) + (klhgR * FFX_BROADCAST_FLOAT16X4(0.5) + klhgG);
- FfxFloat16x4 zzonL = zzonB * FFX_BROADCAST_FLOAT16X4(0.5) + (zzonR * FFX_BROADCAST_FLOAT16X4(0.5) + zzonG);
- FfxFloat16 bL = bczzL.x;
- FfxFloat16 cL = bczzL.y;
- FfxFloat16 iL = ijfeL.x;
- FfxFloat16 jL = ijfeL.y;
- FfxFloat16 fL = ijfeL.z;
- FfxFloat16 eL = ijfeL.w;
- FfxFloat16 kL = klhgL.x;
- FfxFloat16 lL = klhgL.y;
- FfxFloat16 hL = klhgL.z;
- FfxFloat16 gL = klhgL.w;
- FfxFloat16 oL = zzonL.z;
- FfxFloat16 nL = zzonL.w;
-
- // This part is different, accumulating 2 taps in parallel.
- FfxFloat16x2 dirPX = FFX_BROADCAST_FLOAT16X2(0.0);
- FfxFloat16x2 dirPY = FFX_BROADCAST_FLOAT16X2(0.0);
- FfxFloat16x2 lenP = FFX_BROADCAST_FLOAT16X2(0.0);
- FsrEasuSetH(dirPX,
- dirPY,
- lenP,
- ppp,
- FfxBoolean(true),
- FfxBoolean(false),
- FfxFloat16x2(bL, cL),
- FfxFloat16x2(eL, fL),
- FfxFloat16x2(fL, gL),
- FfxFloat16x2(gL, hL),
- FfxFloat16x2(jL, kL));
- FsrEasuSetH(dirPX,
- dirPY,
- lenP,
- ppp,
- FfxBoolean(false),
- FfxBoolean(true),
- FfxFloat16x2(fL, gL),
- FfxFloat16x2(iL, jL),
- FfxFloat16x2(jL, kL),
- FfxFloat16x2(kL, lL),
- FfxFloat16x2(nL, oL));
- FfxFloat16x2 dir = FfxFloat16x2(dirPX.r + dirPX.g, dirPY.r + dirPY.g);
- FfxFloat16 len = lenP.r + lenP.g;
-
- FfxFloat16x2 dir2 = dir * dir;
- FfxFloat16 dirR = dir2.x + dir2.y;
- FfxUInt32 zro = FfxUInt32(dirR < FFX_BROADCAST_FLOAT16(1.0 / 32768.0));
- dirR = ffxApproximateReciprocalSquareRootHalf(dirR);
- dirR = (zro > 0) ? FFX_BROADCAST_FLOAT16(1.0) : dirR;
- dir.x = (zro > 0) ? FFX_BROADCAST_FLOAT16(1.0) : dir.x;
- dir *= FFX_BROADCAST_FLOAT16X2(dirR);
- len = len * FFX_BROADCAST_FLOAT16(0.5);
- len *= len;
- FfxFloat16 stretch = (dir.x * dir.x + dir.y * dir.y) * ffxApproximateReciprocalHalf(max(abs(dir.x), abs(dir.y)));
- FfxFloat16x2 len2 =
- FfxFloat16x2(FFX_BROADCAST_FLOAT16(1.0) + (stretch - FFX_BROADCAST_FLOAT16(1.0)) * len, FFX_BROADCAST_FLOAT16(1.0) + FFX_BROADCAST_FLOAT16(-0.5) * len);
- FfxFloat16 lob = FFX_BROADCAST_FLOAT16(0.5) + FFX_BROADCAST_FLOAT16((1.0 / 4.0 - 0.04) - 0.5) * len;
- FfxFloat16 clp = ffxApproximateReciprocalHalf(lob);
-
- // FP16 is different, using packed trick to do min and max in same operation.
- FfxFloat16x2 bothR =
- max(max(FfxFloat16x2(-ijfeR.z, ijfeR.z), FfxFloat16x2(-klhgR.w, klhgR.w)), max(FfxFloat16x2(-ijfeR.y, ijfeR.y), FfxFloat16x2(-klhgR.x, klhgR.x)));
- FfxFloat16x2 bothG =
- max(max(FfxFloat16x2(-ijfeG.z, ijfeG.z), FfxFloat16x2(-klhgG.w, klhgG.w)), max(FfxFloat16x2(-ijfeG.y, ijfeG.y), FfxFloat16x2(-klhgG.x, klhgG.x)));
- FfxFloat16x2 bothB =
- max(max(FfxFloat16x2(-ijfeB.z, ijfeB.z), FfxFloat16x2(-klhgB.w, klhgB.w)), max(FfxFloat16x2(-ijfeB.y, ijfeB.y), FfxFloat16x2(-klhgB.x, klhgB.x)));
-
- // This part is different for FP16, working pairs of taps at a time.
- FfxFloat16x2 pR = FFX_BROADCAST_FLOAT16X2(0.0);
- FfxFloat16x2 pG = FFX_BROADCAST_FLOAT16X2(0.0);
- FfxFloat16x2 pB = FFX_BROADCAST_FLOAT16X2(0.0);
- FfxFloat16x2 pW = FFX_BROADCAST_FLOAT16X2(0.0);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(0.0, 1.0) - ppp.xx, FfxFloat16x2(-1.0, -1.0) - ppp.yy, dir, len2, lob, clp, bczzR.xy, bczzG.xy, bczzB.xy);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(-1.0, 0.0) - ppp.xx, FfxFloat16x2(1.0, 1.0) - ppp.yy, dir, len2, lob, clp, ijfeR.xy, ijfeG.xy, ijfeB.xy);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(0.0, -1.0) - ppp.xx, FfxFloat16x2(0.0, 0.0) - ppp.yy, dir, len2, lob, clp, ijfeR.zw, ijfeG.zw, ijfeB.zw);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(1.0, 2.0) - ppp.xx, FfxFloat16x2(1.0, 1.0) - ppp.yy, dir, len2, lob, clp, klhgR.xy, klhgG.xy, klhgB.xy);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(2.0, 1.0) - ppp.xx, FfxFloat16x2(0.0, 0.0) - ppp.yy, dir, len2, lob, clp, klhgR.zw, klhgG.zw, klhgB.zw);
- FsrEasuTapH(pR, pG, pB, pW, FfxFloat16x2(1.0, 0.0) - ppp.xx, FfxFloat16x2(2.0, 2.0) - ppp.yy, dir, len2, lob, clp, zzonR.zw, zzonG.zw, zzonB.zw);
- FfxFloat16x3 aC = FfxFloat16x3(pR.x + pR.y, pG.x + pG.y, pB.x + pB.y);
- FfxFloat16 aW = pW.x + pW.y;
-
- // Slightly different for FP16 version due to combined min and max.
- pix = min(FfxFloat16x3(bothR.y, bothG.y, bothB.y), max(-FfxFloat16x3(bothR.x, bothG.x, bothB.x), aC * FFX_BROADCAST_FLOAT16X3(ffxReciprocalHalf(aW))));
-}
-#endif // #if defined(FFX_GPU) && defined(FFX_HALF) && defined(FFX_FSR_EASU_HALF)
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// CAS uses a simplified mechanism to convert local contrast into a variable amount of sharpness.
-// RCAS uses a more exact mechanism, solving for the maximum local sharpness possible before clipping.
-// RCAS also has a built in process to limit sharpening of what it detects as possible noise.
-// RCAS sharper does not support scaling, as it should be applied after EASU scaling.
-// Pass EASU output straight into RCAS, no color conversions necessary.
-//------------------------------------------------------------------------------------------------------------------------------
-// RCAS is based on the following logic.
-// RCAS uses a 5 tap filter in a cross pattern (same as CAS),
-// w n
-// w 1 w for taps w m e
-// w s
-// Where 'w' is the negative lobe weight.
-// output = (w*(n+e+w+s)+m)/(4*w+1)
-// RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
-// 0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
-// 1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
-// Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
-// This solution above has issues with MSAA input as the steps along the gradient cause edge detection issues.
-// So RCAS uses 4x the maximum and 4x the minimum (depending on equation)in place of the individual taps.
-// As well as switching from 'm' to either the minimum or maximum (depending on side), to help in energy conservation.
-// This stabilizes RCAS.
-// RCAS does a simple highpass which is normalized against the local contrast then shaped,
-// 0.25
-// 0.25 -1 0.25
-// 0.25
-// This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real edges.
-//
-// GLSL example for the required callbacks :
-//
-// FfxFloat16x4 FsrRcasLoadH(FfxInt16x2 p){return FfxFloat16x4(imageLoad(imgSrc,FfxInt32x2(p)));}
-// void FsrRcasInputH(inout FfxFloat16 r,inout FfxFloat16 g,inout FfxFloat16 b)
-// {
-// //do any simple input color conversions here or leave empty if none needed
-// }
-//
-// FsrRcasCon need to be called from the CPU or GPU to set up constants.
-// Including a GPU example here, the 'con' value would be stored out to a constant buffer.
-//
-// FfxUInt32x4 con;
-// FsrRcasCon(con,
-// 0.0); // The scale is {0.0 := maximum sharpness, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
-// ---------------
-// RCAS sharpening supports a CAS-like pass-through alpha via,
-// #define FSR_RCAS_PASSTHROUGH_ALPHA 1
-// RCAS also supports a define to enable a more expensive path to avoid some sharpening of noise.
-// Would suggest it is better to apply film grain after RCAS sharpening (and after scaling) instead of using this define,
-// #define FSR_RCAS_DENOISE 1
-//==============================================================================================================================
-// This is set at the limit of providing unnatural results for sharpening.
-#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// CONSTANT SETUP
-//==============================================================================================================================
-// Call to setup required constant values (works on CPU or GPU).
- FFX_STATIC void FsrRcasCon(FfxUInt32x4 con,
- // The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
- FfxFloat32 sharpness)
- {
- // Transform from stops to linear value.
- sharpness = exp2(-sharpness);
- FfxFloat32x2 hSharp = {sharpness, sharpness};
- con[0] = ffxAsUInt32(sharpness);
- con[1] = packHalf2x16(hSharp);
- con[2] = 0;
- con[3] = 0;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 32-BIT VERSION
-//==============================================================================================================================
-#if defined(FFX_GPU)&&defined(FSR_RCAS_F)
- // Input callback prototypes that need to be implemented by calling shader
- FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p);
- void FsrRcasInputF(inout FfxFloat32 r,inout FfxFloat32 g,inout FfxFloat32 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasF(out FfxFloat32 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out FfxFloat32 pixG,
- out FfxFloat32 pixB,
-#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out FfxFloat32 pixA,
-#endif
- FfxUInt32x2 ip, // Integer pixel position in output.
- FfxUInt32x4 con)
- { // Constant generated by RcasSetup().
- // Algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- FfxInt32x2 sp = FfxInt32x2(ip);
- FfxFloat32x3 b = FsrRcasLoadF(sp + FfxInt32x2(0, -1)).rgb;
- FfxFloat32x3 d = FsrRcasLoadF(sp + FfxInt32x2(-1, 0)).rgb;
-#ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- FfxFloat32x4 ee = FsrRcasLoadF(sp);
- FfxFloat32x3 e = ee.rgb;
- pixA = ee.a;
-#else
- FfxFloat32x3 e = FsrRcasLoadF(sp).rgb;
-#endif
- FfxFloat32x3 f = FsrRcasLoadF(sp + FfxInt32x2(1, 0)).rgb;
- FfxFloat32x3 h = FsrRcasLoadF(sp + FfxInt32x2(0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- FfxFloat32 bR = b.r;
- FfxFloat32 bG = b.g;
- FfxFloat32 bB = b.b;
- FfxFloat32 dR = d.r;
- FfxFloat32 dG = d.g;
- FfxFloat32 dB = d.b;
- FfxFloat32 eR = e.r;
- FfxFloat32 eG = e.g;
- FfxFloat32 eB = e.b;
- FfxFloat32 fR = f.r;
- FfxFloat32 fG = f.g;
- FfxFloat32 fB = f.b;
- FfxFloat32 hR = h.r;
- FfxFloat32 hG = h.g;
- FfxFloat32 hB = h.b;
- // Run optional input transform.
- FsrRcasInputF(bR, bG, bB);
- FsrRcasInputF(dR, dG, dB);
- FsrRcasInputF(eR, eG, eB);
- FsrRcasInputF(fR, fG, fB);
- FsrRcasInputF(hR, hG, hB);
- // Luma times 2.
- FfxFloat32 bL = bB * FfxFloat32(0.5) + (bR * FfxFloat32(0.5) + bG);
- FfxFloat32 dL = dB * FfxFloat32(0.5) + (dR * FfxFloat32(0.5) + dG);
- FfxFloat32 eL = eB * FfxFloat32(0.5) + (eR * FfxFloat32(0.5) + eG);
- FfxFloat32 fL = fB * FfxFloat32(0.5) + (fR * FfxFloat32(0.5) + fG);
- FfxFloat32 hL = hB * FfxFloat32(0.5) + (hR * FfxFloat32(0.5) + hG);
- // Noise detection.
- FfxFloat32 nz = FfxFloat32(0.25) * bL + FfxFloat32(0.25) * dL + FfxFloat32(0.25) * fL + FfxFloat32(0.25) * hL - eL;
- nz = ffxSaturate(abs(nz) * ffxApproximateReciprocalMedium(ffxMax3(ffxMax3(bL, dL, eL), fL, hL) - ffxMin3(ffxMin3(bL, dL, eL), fL, hL)));
- nz = FfxFloat32(-0.5) * nz + FfxFloat32(1.0);
- // Min and max of ring.
- FfxFloat32 mn4R = ffxMin(ffxMin3(bR, dR, fR), hR);
- FfxFloat32 mn4G = ffxMin(ffxMin3(bG, dG, fG), hG);
- FfxFloat32 mn4B = ffxMin(ffxMin3(bB, dB, fB), hB);
- FfxFloat32 mx4R = max(ffxMax3(bR, dR, fR), hR);
- FfxFloat32 mx4G = max(ffxMax3(bG, dG, fG), hG);
- FfxFloat32 mx4B = max(ffxMax3(bB, dB, fB), hB);
- // Immediate constants for peak range.
- FfxFloat32x2 peakC = FfxFloat32x2(1.0, -1.0 * 4.0);
- // Limiters, these need to be high precision RCPs.
- FfxFloat32 hitMinR = mn4R * rcp(FfxFloat32(4.0) * mx4R);
- FfxFloat32 hitMinG = mn4G * rcp(FfxFloat32(4.0) * mx4G);
- FfxFloat32 hitMinB = mn4B * rcp(FfxFloat32(4.0) * mx4B);
- FfxFloat32 hitMaxR = (peakC.x - mx4R) * rcp(FfxFloat32(4.0) * mn4R + peakC.y);
- FfxFloat32 hitMaxG = (peakC.x - mx4G) * rcp(FfxFloat32(4.0) * mn4G + peakC.y);
- FfxFloat32 hitMaxB = (peakC.x - mx4B) * rcp(FfxFloat32(4.0) * mn4B + peakC.y);
- FfxFloat32 lobeR = max(-hitMinR, hitMaxR);
- FfxFloat32 lobeG = max(-hitMinG, hitMaxG);
- FfxFloat32 lobeB = max(-hitMinB, hitMaxB);
- FfxFloat32 lobe = max(FfxFloat32(-FSR_RCAS_LIMIT), ffxMin(ffxMax3(lobeR, lobeG, lobeB), FfxFloat32(0.0))) * ffxAsFloat
- (con.x);
- // Apply noise removal.
-#ifdef FSR_RCAS_DENOISE
- lobe *= nz;
-#endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- FfxFloat32 rcpL = ffxApproximateReciprocalMedium(FfxFloat32(4.0) * lobe + FfxFloat32(1.0));
- pixR = (lobe * bR + lobe * dR + lobe * hR + lobe * fR + eR) * rcpL;
- pixG = (lobe * bG + lobe * dG + lobe * hG + lobe * fG + eG) * rcpL;
- pixB = (lobe * bB + lobe * dB + lobe * hB + lobe * fB + eB) * rcpL;
- return;
- }
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// NON-PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(FFX_GPU) && FFX_HALF == 1 && defined(FSR_RCAS_H)
- // Input callback prototypes that need to be implemented by calling shader
- FfxFloat16x4 FsrRcasLoadH(FfxInt16x2 p);
- void FsrRcasInputH(inout FfxFloat16 r,inout FfxFloat16 g,inout FfxFloat16 b);
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasH(
- out FfxFloat16 pixR, // Output values, non-vector so port between RcasFilter() and RcasFilterH() is easy.
- out FfxFloat16 pixG,
- out FfxFloat16 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out FfxFloat16 pixA,
- #endif
- FfxUInt32x2 ip, // Integer pixel position in output.
- FfxUInt32x4 con){ // Constant generated by RcasSetup().
- // Sharpening algorithm uses minimal 3x3 pixel neighborhood.
- // b
- // d e f
- // h
- FfxInt16x2 sp=FfxInt16x2(ip);
- FfxFloat16x3 b=FsrRcasLoadH(sp+FfxInt16x2( 0,-1)).rgb;
- FfxFloat16x3 d=FsrRcasLoadH(sp+FfxInt16x2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- FfxFloat16x4 ee=FsrRcasLoadH(sp);
- FfxFloat16x3 e=ee.rgb;pixA=ee.a;
- #else
- FfxFloat16x3 e=FsrRcasLoadH(sp).rgb;
- #endif
- FfxFloat16x3 f=FsrRcasLoadH(sp+FfxInt16x2( 1, 0)).rgb;
- FfxFloat16x3 h=FsrRcasLoadH(sp+FfxInt16x2( 0, 1)).rgb;
- // Rename (32-bit) or regroup (16-bit).
- FfxFloat16 bR=b.r;
- FfxFloat16 bG=b.g;
- FfxFloat16 bB=b.b;
- FfxFloat16 dR=d.r;
- FfxFloat16 dG=d.g;
- FfxFloat16 dB=d.b;
- FfxFloat16 eR=e.r;
- FfxFloat16 eG=e.g;
- FfxFloat16 eB=e.b;
- FfxFloat16 fR=f.r;
- FfxFloat16 fG=f.g;
- FfxFloat16 fB=f.b;
- FfxFloat16 hR=h.r;
- FfxFloat16 hG=h.g;
- FfxFloat16 hB=h.b;
- // Run optional input transform.
- FsrRcasInputH(bR,bG,bB);
- FsrRcasInputH(dR,dG,dB);
- FsrRcasInputH(eR,eG,eB);
- FsrRcasInputH(fR,fG,fB);
- FsrRcasInputH(hR,hG,hB);
- // Luma times 2.
- FfxFloat16 bL=bB*FFX_BROADCAST_FLOAT16(0.5)+(bR*FFX_BROADCAST_FLOAT16(0.5)+bG);
- FfxFloat16 dL=dB*FFX_BROADCAST_FLOAT16(0.5)+(dR*FFX_BROADCAST_FLOAT16(0.5)+dG);
- FfxFloat16 eL=eB*FFX_BROADCAST_FLOAT16(0.5)+(eR*FFX_BROADCAST_FLOAT16(0.5)+eG);
- FfxFloat16 fL=fB*FFX_BROADCAST_FLOAT16(0.5)+(fR*FFX_BROADCAST_FLOAT16(0.5)+fG);
- FfxFloat16 hL=hB*FFX_BROADCAST_FLOAT16(0.5)+(hR*FFX_BROADCAST_FLOAT16(0.5)+hG);
- // Noise detection.
- FfxFloat16 nz=FFX_BROADCAST_FLOAT16(0.25)*bL+FFX_BROADCAST_FLOAT16(0.25)*dL+FFX_BROADCAST_FLOAT16(0.25)*fL+FFX_BROADCAST_FLOAT16(0.25)*hL-eL;
- nz=FfxFloat16(ffxSaturate(abs(nz)*ffxApproximateReciprocalMediumHalf(ffxMax3Half(ffxMax3Half(bL,dL,eL),fL,hL)-ffxMin3Half(ffxMin3Half(bL,dL,eL),fL,hL))));
- nz=FFX_BROADCAST_FLOAT16(-0.5)*nz+FFX_BROADCAST_FLOAT16(1.0);
- // Min and max of ring.
- FfxFloat16 mn4R=min(ffxMin3Half(bR,dR,fR),hR);
- FfxFloat16 mn4G=min(ffxMin3Half(bG,dG,fG),hG);
- FfxFloat16 mn4B=min(ffxMin3Half(bB,dB,fB),hB);
- FfxFloat16 mx4R=max(ffxMax3Half(bR,dR,fR),hR);
- FfxFloat16 mx4G=max(ffxMax3Half(bG,dG,fG),hG);
- FfxFloat16 mx4B=max(ffxMax3Half(bB,dB,fB),hB);
- // Immediate constants for peak range.
- FfxFloat16x2 peakC=FfxFloat16x2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- FfxFloat16 hitMinR=mn4R*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mx4R);
- FfxFloat16 hitMinG=mn4G*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mx4G);
- FfxFloat16 hitMinB=mn4B*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mx4B);
- FfxFloat16 hitMaxR=(peakC.x-mx4R)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mn4R+peakC.y);
- FfxFloat16 hitMaxG=(peakC.x-mx4G)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mn4G+peakC.y);
- FfxFloat16 hitMaxB=(peakC.x-mx4B)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16(4.0)*mn4B+peakC.y);
- FfxFloat16 lobeR=max(-hitMinR,hitMaxR);
- FfxFloat16 lobeG=max(-hitMinG,hitMaxG);
- FfxFloat16 lobeB=max(-hitMinB,hitMaxB);
- FfxFloat16 lobe=max(FFX_BROADCAST_FLOAT16(-FSR_RCAS_LIMIT),min(ffxMax3Half(lobeR,lobeG,lobeB),FFX_BROADCAST_FLOAT16(0.0)))*FFX_UINT32_TO_FLOAT16X2(con.y).x;
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- FfxFloat16 rcpL=ffxApproximateReciprocalMediumHalf(FFX_BROADCAST_FLOAT16(4.0)*lobe+FFX_BROADCAST_FLOAT16(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;
-}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-// PACKED 16-BIT VERSION
-//==============================================================================================================================
-#if defined(FFX_GPU)&& FFX_HALF == 1 && defined(FSR_RCAS_HX2)
- // Input callback prototypes that need to be implemented by the calling shader
- FfxFloat16x4 FsrRcasLoadHx2(FfxInt16x2 p);
- void FsrRcasInputHx2(inout FfxFloat16x2 r,inout FfxFloat16x2 g,inout FfxFloat16x2 b);
-//------------------------------------------------------------------------------------------------------------------------------
- // Can be used to convert from packed Structures of Arrays to Arrays of Structures for store.
- void FsrRcasDepackHx2(out FfxFloat16x4 pix0,out FfxFloat16x4 pix1,FfxFloat16x2 pixR,FfxFloat16x2 pixG,FfxFloat16x2 pixB){
- #ifdef FFX_HLSL
- // Invoke a slower path for DX only, since it won't allow uninitialized values.
- pix0.a=pix1.a=0.0;
- #endif
- pix0.rgb=FfxFloat16x3(pixR.x,pixG.x,pixB.x);
- pix1.rgb=FfxFloat16x3(pixR.y,pixG.y,pixB.y);}
-//------------------------------------------------------------------------------------------------------------------------------
- void FsrRcasHx2(
- // Output values are for 2 8x8 tiles in a 16x8 region.
- // pix.x = left 8x8 tile
- // pix.y = right 8x8 tile
- // This enables later processing to easily be packed as well.
- out FfxFloat16x2 pixR,
- out FfxFloat16x2 pixG,
- out FfxFloat16x2 pixB,
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- out FfxFloat16x2 pixA,
- #endif
- FfxUInt32x2 ip, // Integer pixel position in output.
- FfxUInt32x4 con){ // Constant generated by RcasSetup().
- // No scaling algorithm uses minimal 3x3 pixel neighborhood.
- FfxInt16x2 sp0=FfxInt16x2(ip);
- FfxFloat16x3 b0=FsrRcasLoadHx2(sp0+FfxInt16x2( 0,-1)).rgb;
- FfxFloat16x3 d0=FsrRcasLoadHx2(sp0+FfxInt16x2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- FfxFloat16x4 ee0=FsrRcasLoadHx2(sp0);
- FfxFloat16x3 e0=ee0.rgb;pixA.r=ee0.a;
- #else
- FfxFloat16x3 e0=FsrRcasLoadHx2(sp0).rgb;
- #endif
- FfxFloat16x3 f0=FsrRcasLoadHx2(sp0+FfxInt16x2( 1, 0)).rgb;
- FfxFloat16x3 h0=FsrRcasLoadHx2(sp0+FfxInt16x2( 0, 1)).rgb;
- FfxInt16x2 sp1=sp0+FfxInt16x2(8,0);
- FfxFloat16x3 b1=FsrRcasLoadHx2(sp1+FfxInt16x2( 0,-1)).rgb;
- FfxFloat16x3 d1=FsrRcasLoadHx2(sp1+FfxInt16x2(-1, 0)).rgb;
- #ifdef FSR_RCAS_PASSTHROUGH_ALPHA
- FfxFloat16x4 ee1=FsrRcasLoadHx2(sp1);
- FfxFloat16x3 e1=ee1.rgb;pixA.g=ee1.a;
- #else
- FfxFloat16x3 e1=FsrRcasLoadHx2(sp1).rgb;
- #endif
- FfxFloat16x3 f1=FsrRcasLoadHx2(sp1+FfxInt16x2( 1, 0)).rgb;
- FfxFloat16x3 h1=FsrRcasLoadHx2(sp1+FfxInt16x2( 0, 1)).rgb;
- // Arrays of Structures to Structures of Arrays conversion.
- FfxFloat16x2 bR=FfxFloat16x2(b0.r,b1.r);
- FfxFloat16x2 bG=FfxFloat16x2(b0.g,b1.g);
- FfxFloat16x2 bB=FfxFloat16x2(b0.b,b1.b);
- FfxFloat16x2 dR=FfxFloat16x2(d0.r,d1.r);
- FfxFloat16x2 dG=FfxFloat16x2(d0.g,d1.g);
- FfxFloat16x2 dB=FfxFloat16x2(d0.b,d1.b);
- FfxFloat16x2 eR=FfxFloat16x2(e0.r,e1.r);
- FfxFloat16x2 eG=FfxFloat16x2(e0.g,e1.g);
- FfxFloat16x2 eB=FfxFloat16x2(e0.b,e1.b);
- FfxFloat16x2 fR=FfxFloat16x2(f0.r,f1.r);
- FfxFloat16x2 fG=FfxFloat16x2(f0.g,f1.g);
- FfxFloat16x2 fB=FfxFloat16x2(f0.b,f1.b);
- FfxFloat16x2 hR=FfxFloat16x2(h0.r,h1.r);
- FfxFloat16x2 hG=FfxFloat16x2(h0.g,h1.g);
- FfxFloat16x2 hB=FfxFloat16x2(h0.b,h1.b);
- // Run optional input transform.
- FsrRcasInputHx2(bR,bG,bB);
- FsrRcasInputHx2(dR,dG,dB);
- FsrRcasInputHx2(eR,eG,eB);
- FsrRcasInputHx2(fR,fG,fB);
- FsrRcasInputHx2(hR,hG,hB);
- // Luma times 2.
- FfxFloat16x2 bL=bB*FFX_BROADCAST_FLOAT16X2(0.5)+(bR*FFX_BROADCAST_FLOAT16X2(0.5)+bG);
- FfxFloat16x2 dL=dB*FFX_BROADCAST_FLOAT16X2(0.5)+(dR*FFX_BROADCAST_FLOAT16X2(0.5)+dG);
- FfxFloat16x2 eL=eB*FFX_BROADCAST_FLOAT16X2(0.5)+(eR*FFX_BROADCAST_FLOAT16X2(0.5)+eG);
- FfxFloat16x2 fL=fB*FFX_BROADCAST_FLOAT16X2(0.5)+(fR*FFX_BROADCAST_FLOAT16X2(0.5)+fG);
- FfxFloat16x2 hL=hB*FFX_BROADCAST_FLOAT16X2(0.5)+(hR*FFX_BROADCAST_FLOAT16X2(0.5)+hG);
- // Noise detection.
- FfxFloat16x2 nz=FFX_BROADCAST_FLOAT16X2(0.25)*bL+FFX_BROADCAST_FLOAT16X2(0.25)*dL+FFX_BROADCAST_FLOAT16X2(0.25)*fL+FFX_BROADCAST_FLOAT16X2(0.25)*hL-eL;
- nz=ffxSaturate(abs(nz)*ffxApproximateReciprocalMediumHalf(ffxMax3Half(ffxMax3Half(bL,dL,eL),fL,hL)-ffxMin3Half(ffxMin3Half(bL,dL,eL),fL,hL)));
- nz=FFX_BROADCAST_FLOAT16X2(-0.5)*nz+FFX_BROADCAST_FLOAT16X2(1.0);
- // Min and max of ring.
- FfxFloat16x2 mn4R=min(ffxMin3Half(bR,dR,fR),hR);
- FfxFloat16x2 mn4G=min(ffxMin3Half(bG,dG,fG),hG);
- FfxFloat16x2 mn4B=min(ffxMin3Half(bB,dB,fB),hB);
- FfxFloat16x2 mx4R=max(ffxMax3Half(bR,dR,fR),hR);
- FfxFloat16x2 mx4G=max(ffxMax3Half(bG,dG,fG),hG);
- FfxFloat16x2 mx4B=max(ffxMax3Half(bB,dB,fB),hB);
- // Immediate constants for peak range.
- FfxFloat16x2 peakC=FfxFloat16x2(1.0,-1.0*4.0);
- // Limiters, these need to be high precision RCPs.
- FfxFloat16x2 hitMinR=mn4R*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mx4R);
- FfxFloat16x2 hitMinG=mn4G*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mx4G);
- FfxFloat16x2 hitMinB=mn4B*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mx4B);
- FfxFloat16x2 hitMaxR=(peakC.x-mx4R)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mn4R+peakC.y);
- FfxFloat16x2 hitMaxG=(peakC.x-mx4G)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mn4G+peakC.y);
- FfxFloat16x2 hitMaxB=(peakC.x-mx4B)*ffxReciprocalHalf(FFX_BROADCAST_FLOAT16X2(4.0)*mn4B+peakC.y);
- FfxFloat16x2 lobeR=max(-hitMinR,hitMaxR);
- FfxFloat16x2 lobeG=max(-hitMinG,hitMaxG);
- FfxFloat16x2 lobeB=max(-hitMinB,hitMaxB);
- FfxFloat16x2 lobe=max(FFX_BROADCAST_FLOAT16X2(-FSR_RCAS_LIMIT),min(ffxMax3Half(lobeR,lobeG,lobeB),FFX_BROADCAST_FLOAT16X2(0.0)))*FFX_BROADCAST_FLOAT16X2(FFX_UINT32_TO_FLOAT16X2(con.y).x);
- // Apply noise removal.
- #ifdef FSR_RCAS_DENOISE
- lobe*=nz;
- #endif
- // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
- FfxFloat16x2 rcpL=ffxApproximateReciprocalMediumHalf(FFX_BROADCAST_FLOAT16X2(4.0)*lobe+FFX_BROADCAST_FLOAT16X2(1.0));
- pixR=(lobe*bR+lobe*dR+lobe*hR+lobe*fR+eR)*rcpL;
- pixG=(lobe*bG+lobe*dG+lobe*hG+lobe*fG+eG)*rcpL;
- pixB=(lobe*bB+lobe*dB+lobe*hB+lobe*fB+eB)*rcpL;}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Adding output-resolution film grain after scaling is a good way to mask both rendering and scaling artifacts.
-// Suggest using tiled blue noise as film grain input, with peak noise frequency set for a specific look and feel.
-// The 'Lfga*()' functions provide a convenient way to introduce grain.
-// These functions limit grain based on distance to signal limits.
-// This is done so that the grain is temporally energy preserving, and thus won't modify image tonality.
-// Grain application should be done in a linear colorspace.
-// The grain should be temporally changing, but have a temporal sum per pixel that adds to zero (non-biased).
-//------------------------------------------------------------------------------------------------------------------------------
-// Usage,
-// FsrLfga*(
-// color, // In/out linear colorspace color {0 to 1} ranged.
-// grain, // Per pixel grain texture value {-0.5 to 0.5} ranged, input is 3-channel to support colored grain.
-// amount); // Amount of grain (0 to 1} ranged.
-//------------------------------------------------------------------------------------------------------------------------------
-// Example if grain texture is monochrome: 'FsrLfgaF(color,ffxBroadcast3(grain),amount)'
-//==============================================================================================================================
-#if defined(FFX_GPU)
- // Maximum grain is the minimum distance to the signal limit.
- void FsrLfgaF(inout FfxFloat32x3 c, FfxFloat32x3 t, FfxFloat32 a)
- {
- c += (t * ffxBroadcast3(a)) * ffxMin(ffxBroadcast3(1.0) - c, c);
- }
-#endif
-//==============================================================================================================================
-#if defined(FFX_GPU)&& FFX_HALF == 1
- // Half precision version (slower).
- void FsrLfgaH(inout FfxFloat16x3 c, FfxFloat16x3 t, FfxFloat16 a)
- {
- c += (t * FFX_BROADCAST_FLOAT16X3(a)) * min(FFX_BROADCAST_FLOAT16X3(1.0) - c, c);
- }
- //------------------------------------------------------------------------------------------------------------------------------
- // Packed half precision version (faster).
- void FsrLfgaHx2(inout FfxFloat16x2 cR,inout FfxFloat16x2 cG,inout FfxFloat16x2 cB,FfxFloat16x2 tR,FfxFloat16x2 tG,FfxFloat16x2 tB,FfxFloat16 a){
- cR+=(tR*FFX_BROADCAST_FLOAT16X2(a))*min(FFX_BROADCAST_FLOAT16X2(1.0)-cR,cR);cG+=(tG*FFX_BROADCAST_FLOAT16X2(a))*min(FFX_BROADCAST_FLOAT16X2(1.0)-cG,cG);cB+=(tB*FFX_BROADCAST_FLOAT16X2(a))*min(FFX_BROADCAST_FLOAT16X2(1.0)-cB,cB);}
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [SRTM] SIMPLE REVERSIBLE TONE-MAPPER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// This provides a way to take linear HDR color {0 to FP16_MAX} and convert it into a temporary {0 to 1} ranged post-tonemapped linear.
-// The tonemapper preserves RGB ratio, which helps maintain HDR color bleed during filtering.
-//------------------------------------------------------------------------------------------------------------------------------
-// Reversible tonemapper usage,
-// FsrSrtm*(color); // {0 to FP16_MAX} converted to {0 to 1}.
-// FsrSrtmInv*(color); // {0 to 1} converted into {0 to 32768, output peak safe for FP16}.
-//==============================================================================================================================
-#if defined(FFX_GPU)
- void FsrSrtmF(inout FfxFloat32x3 c)
- {
- c *= ffxBroadcast3(rcp(ffxMax3(c.r, c.g, c.b) + FfxFloat32(1.0)));
- }
- // The extra max solves the c=1.0 case (which is a /0).
- void FsrSrtmInvF(inout FfxFloat32x3 c){c*=ffxBroadcast3(rcp(max(FfxFloat32(1.0/32768.0),FfxFloat32(1.0)-ffxMax3(c.r,c.g,c.b))));}
-#endif
-//==============================================================================================================================
-#if defined(FFX_GPU )&& FFX_HALF == 1
- void FsrSrtmH(inout FfxFloat16x3 c)
- {
- c *= FFX_BROADCAST_FLOAT16X3(ffxReciprocalHalf(ffxMax3Half(c.r, c.g, c.b) + FFX_BROADCAST_FLOAT16(1.0)));
- }
- void FsrSrtmInvH(inout FfxFloat16x3 c)
- {
- c *= FFX_BROADCAST_FLOAT16X3(ffxReciprocalHalf(max(FFX_BROADCAST_FLOAT16(1.0 / 32768.0), FFX_BROADCAST_FLOAT16(1.0) - ffxMax3Half(c.r, c.g, c.b))));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- void FsrSrtmHx2(inout FfxFloat16x2 cR, inout FfxFloat16x2 cG, inout FfxFloat16x2 cB)
- {
- FfxFloat16x2 rcp = ffxReciprocalHalf(ffxMax3Half(cR, cG, cB) + FFX_BROADCAST_FLOAT16X2(1.0));
- cR *= rcp;
- cG *= rcp;
- cB *= rcp;
- }
- void FsrSrtmInvHx2(inout FfxFloat16x2 cR,inout FfxFloat16x2 cG,inout FfxFloat16x2 cB)
- {
- FfxFloat16x2 rcp=ffxReciprocalHalf(max(FFX_BROADCAST_FLOAT16X2(1.0/32768.0),FFX_BROADCAST_FLOAT16X2(1.0)-ffxMax3Half(cR,cG,cB)));
- cR*=rcp;
- cG*=rcp;
- cB*=rcp;
- }
-#endif
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//_____________________________________________________________/\_______________________________________________________________
-//==============================================================================================================================
-//
-// FSR - [TEPD] TEMPORAL ENERGY PRESERVING DITHER
-//
-//------------------------------------------------------------------------------------------------------------------------------
-// Temporally energy preserving dithered {0 to 1} linear to gamma 2.0 conversion.
-// Gamma 2.0 is used so that the conversion back to linear is just to square the color.
-// The conversion comes in 8-bit and 10-bit modes, designed for output to 8-bit UNORM or 10:10:10:2 respectively.
-// Given good non-biased temporal blue noise as dither input,
-// the output dither will temporally conserve energy.
-// This is done by choosing the linear nearest step point instead of perceptual nearest.
-// See code below for details.
-//------------------------------------------------------------------------------------------------------------------------------
-// DX SPEC RULES FOR FLOAT->UNORM 8-BIT CONVERSION
-// ===============================================
-// - Output is 'FfxUInt32(floor(saturate(n)*255.0+0.5))'.
-// - Thus rounding is to nearest.
-// - NaN gets converted to zero.
-// - INF is clamped to {0.0 to 1.0}.
-//==============================================================================================================================
-#if defined(FFX_GPU)
- // Hand tuned integer position to dither value, with more values than simple checkerboard.
- // Only 32-bit has enough precision for this compddation.
- // Output is {0 to <1}.
- FfxFloat32 FsrTepdDitF(FfxUInt32x2 p, FfxUInt32 f)
- {
- FfxFloat32 x = FfxFloat32(p.x + f);
- FfxFloat32 y = FfxFloat32(p.y);
- // The 1.61803 golden ratio.
- FfxFloat32 a = FfxFloat32((1.0 + ffxSqrt(5.0f)) / 2.0);
- // Number designed to provide a good visual pattern.
- FfxFloat32 b = FfxFloat32(1.0 / 3.69);
- x = x * a + (y * b);
- return ffxFract(x);
- }
- //------------------------------------------------------------------------------------------------------------------------------
- // This version is 8-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC8F(inout FfxFloat32x3 c, FfxFloat32 dit)
- {
- FfxFloat32x3 n = ffxSqrt(c);
- n = floor(n * ffxBroadcast3(255.0)) * ffxBroadcast3(1.0 / 255.0);
- FfxFloat32x3 a = n * n;
- FfxFloat32x3 b = n + ffxBroadcast3(1.0 / 255.0);
- b = b * b;
- // Ratio of 'a' to 'b' required to produce 'c'.
- // ffxApproximateReciprocal() won't work here (at least for very high dynamic ranges).
- // ffxApproximateReciprocalMedium() is an IADD,FMA,MUL.
- FfxFloat32x3 r = (c - b) * ffxApproximateReciprocalMedium(a - b);
- // Use the ratio as a cutoff to choose 'a' or 'b'.
- // ffxIsGreaterThanZero() is a MUL.
- c = ffxSaturate(n + ffxIsGreaterThanZero(ffxBroadcast3(dit) - r) * ffxBroadcast3(1.0 / 255.0));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- // This version is 10-bit gamma 2.0.
- // The 'c' input is {0 to 1}.
- // Output is {0 to 1} ready for image store.
- void FsrTepdC10F(inout FfxFloat32x3 c, FfxFloat32 dit)
- {
- FfxFloat32x3 n = ffxSqrt(c);
- n = floor(n * ffxBroadcast3(1023.0)) * ffxBroadcast3(1.0 / 1023.0);
- FfxFloat32x3 a = n * n;
- FfxFloat32x3 b = n + ffxBroadcast3(1.0 / 1023.0);
- b = b * b;
- FfxFloat32x3 r = (c - b) * ffxApproximateReciprocalMedium(a - b);
- c = ffxSaturate(n + ffxIsGreaterThanZero(ffxBroadcast3(dit) - r) * ffxBroadcast3(1.0 / 1023.0));
- }
-#endif
-//==============================================================================================================================
-#if defined(FFX_GPU)&& FFX_HALF == 1
- FfxFloat16 FsrTepdDitH(FfxUInt32x2 p, FfxUInt32 f)
- {
- FfxFloat32 x = FfxFloat32(p.x + f);
- FfxFloat32 y = FfxFloat32(p.y);
- FfxFloat32 a = FfxFloat32((1.0 + ffxSqrt(5.0f)) / 2.0);
- FfxFloat32 b = FfxFloat32(1.0 / 3.69);
- x = x * a + (y * b);
- return FfxFloat16(ffxFract(x));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8H(inout FfxFloat16x3 c, FfxFloat16 dit)
- {
- FfxFloat16x3 n = sqrt(c);
- n = floor(n * FFX_BROADCAST_FLOAT16X3(255.0)) * FFX_BROADCAST_FLOAT16X3(1.0 / 255.0);
- FfxFloat16x3 a = n * n;
- FfxFloat16x3 b = n + FFX_BROADCAST_FLOAT16X3(1.0 / 255.0);
- b = b * b;
- FfxFloat16x3 r = (c - b) * ffxApproximateReciprocalMediumHalf(a - b);
- c = FfxFloat16x3(ffxSaturate(n + ffxIsGreaterThanZeroHalf(FFX_BROADCAST_FLOAT16X3(dit) - r) * FFX_BROADCAST_FLOAT16X3(1.0 / 255.0)));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10H(inout FfxFloat16x3 c, FfxFloat16 dit)
- {
- FfxFloat16x3 n = sqrt(c);
- n = floor(n * FFX_BROADCAST_FLOAT16X3(1023.0)) * FFX_BROADCAST_FLOAT16X3(1.0 / 1023.0);
- FfxFloat16x3 a = n * n;
- FfxFloat16x3 b = n + FFX_BROADCAST_FLOAT16X3(1.0 / 1023.0);
- b = b * b;
- FfxFloat16x3 r = (c - b) * ffxApproximateReciprocalMediumHalf(a - b);
- c = FfxFloat16x3(ffxSaturate(n + ffxIsGreaterThanZeroHalf(FFX_BROADCAST_FLOAT16X3(dit) - r) * FFX_BROADCAST_FLOAT16X3(1.0 / 1023.0)));
- }
- //==============================================================================================================================
- // This computes dither for positions 'p' and 'p+{8,0}'.
- FfxFloat16x2 FsrTepdDitHx2(FfxUInt32x2 p, FfxUInt32 f)
- {
- FfxFloat32x2 x;
- x.x = FfxFloat32(p.x + f);
- x.y = x.x + FfxFloat32(8.0);
- FfxFloat32 y = FfxFloat32(p.y);
- FfxFloat32 a = FfxFloat32((1.0 + ffxSqrt(5.0f)) / 2.0);
- FfxFloat32 b = FfxFloat32(1.0 / 3.69);
- x = x * ffxBroadcast2(a) + ffxBroadcast2(y * b);
- return FfxFloat16x2(ffxFract(x));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC8Hx2(inout FfxFloat16x2 cR, inout FfxFloat16x2 cG, inout FfxFloat16x2 cB, FfxFloat16x2 dit)
- {
- FfxFloat16x2 nR = sqrt(cR);
- FfxFloat16x2 nG = sqrt(cG);
- FfxFloat16x2 nB = sqrt(cB);
- nR = floor(nR * FFX_BROADCAST_FLOAT16X2(255.0)) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- nG = floor(nG * FFX_BROADCAST_FLOAT16X2(255.0)) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- nB = floor(nB * FFX_BROADCAST_FLOAT16X2(255.0)) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- FfxFloat16x2 aR = nR * nR;
- FfxFloat16x2 aG = nG * nG;
- FfxFloat16x2 aB = nB * nB;
- FfxFloat16x2 bR = nR + FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- bR = bR * bR;
- FfxFloat16x2 bG = nG + FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- bG = bG * bG;
- FfxFloat16x2 bB = nB + FFX_BROADCAST_FLOAT16X2(1.0 / 255.0);
- bB = bB * bB;
- FfxFloat16x2 rR = (cR - bR) * ffxApproximateReciprocalMediumHalf(aR - bR);
- FfxFloat16x2 rG = (cG - bG) * ffxApproximateReciprocalMediumHalf(aG - bG);
- FfxFloat16x2 rB = (cB - bB) * ffxApproximateReciprocalMediumHalf(aB - bB);
- cR = FfxFloat16x2(ffxSaturate(nR + ffxIsGreaterThanZeroHalf(dit - rR) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0)));
- cG = FfxFloat16x2(ffxSaturate(nG + ffxIsGreaterThanZeroHalf(dit - rG) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0)));
- cB = FfxFloat16x2(ffxSaturate(nB + ffxIsGreaterThanZeroHalf(dit - rB) * FFX_BROADCAST_FLOAT16X2(1.0 / 255.0)));
- }
- //------------------------------------------------------------------------------------------------------------------------------
- void FsrTepdC10Hx2(inout FfxFloat16x2 cR,inout FfxFloat16x2 cG,inout FfxFloat16x2 cB,FfxFloat16x2 dit){
- FfxFloat16x2 nR=sqrt(cR);
- FfxFloat16x2 nG=sqrt(cG);
- FfxFloat16x2 nB=sqrt(cB);
- nR=floor(nR*FFX_BROADCAST_FLOAT16X2(1023.0))*FFX_BROADCAST_FLOAT16X2(1.0/1023.0);
- nG=floor(nG*FFX_BROADCAST_FLOAT16X2(1023.0))*FFX_BROADCAST_FLOAT16X2(1.0/1023.0);
- nB=floor(nB*FFX_BROADCAST_FLOAT16X2(1023.0))*FFX_BROADCAST_FLOAT16X2(1.0/1023.0);
- FfxFloat16x2 aR=nR*nR;
- FfxFloat16x2 aG=nG*nG;
- FfxFloat16x2 aB=nB*nB;
- FfxFloat16x2 bR=nR+FFX_BROADCAST_FLOAT16X2(1.0/1023.0);bR=bR*bR;
- FfxFloat16x2 bG=nG+FFX_BROADCAST_FLOAT16X2(1.0/1023.0);bG=bG*bG;
- FfxFloat16x2 bB=nB+FFX_BROADCAST_FLOAT16X2(1.0/1023.0);bB=bB*bB;
- FfxFloat16x2 rR=(cR-bR)*ffxApproximateReciprocalMediumHalf(aR-bR);
- FfxFloat16x2 rG=(cG-bG)*ffxApproximateReciprocalMediumHalf(aG-bG);
- FfxFloat16x2 rB=(cB-bB)*ffxApproximateReciprocalMediumHalf(aB-bB);
- cR=FfxFloat16x2(ffxSaturate(nR+ffxIsGreaterThanZeroHalf(dit-rR)*FFX_BROADCAST_FLOAT16X2(1.0/1023.0)));
- cG=FfxFloat16x2(ffxSaturate(nG+ffxIsGreaterThanZeroHalf(dit-rG)*FFX_BROADCAST_FLOAT16X2(1.0/1023.0)));
- cB=FfxFloat16x2(ffxSaturate(nB + ffxIsGreaterThanZeroHalf(dit - rB) * FFX_BROADCAST_FLOAT16X2(1.0 / 1023.0)));
-}
-#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
deleted file mode 100644
index 9b728551..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
+++ /dev/null
@@ -1,46 +0,0 @@
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- OS: AnyOS
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- enabled: 0
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- Win64:
- enabled: 0
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd.meta
deleted file mode 100644
index 0b775af5..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 0f03de1579ac3294595ae4f40106b7a2
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h
deleted file mode 100644
index 6441419b..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h
+++ /dev/null
@@ -1,1009 +0,0 @@
-// This file is part of the FidelityFX SDK.
-//
-// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
-//
-// 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.
-
-
-/// @defgroup FfxGPUSpd FidelityFX SPD
-/// FidelityFX Single Pass Downsampler 2.0 GPU documentation
-///
-/// @ingroup FfxGPUEffects
-
-/// Setup required constant values for SPD (CPU).
-///
-/// @param [out] dispatchThreadGroupCountXY CPU side: dispatch thread group count xy. z is number of slices of the input texture
-/// @param [out] workGroupOffset GPU side: pass in as constant
-/// @param [out] numWorkGroupsAndMips GPU side: pass in as constant
-/// @param [in] rectInfo left, top, width, height
-/// @param [in] mips optional: if -1, calculate based on rect width and height
-///
-/// @ingroup FfxGPUSpd
-#if defined(FFX_CPU)
-FFX_STATIC void ffxSpdSetup(FfxUInt32x2 dispatchThreadGroupCountXY,
- FfxUInt32x2 workGroupOffset,
- FfxUInt32x2 numWorkGroupsAndMips,
- FfxUInt32x4 rectInfo,
- FfxInt32 mips)
-{
- // determines the offset of the first tile to downsample based on
- // left (rectInfo[0]) and top (rectInfo[1]) of the subregion.
- workGroupOffset[0] = rectInfo[0] / 64;
- workGroupOffset[1] = rectInfo[1] / 64;
-
- FfxUInt32 endIndexX = (rectInfo[0] + rectInfo[2] - 1) / 64; // rectInfo[0] = left, rectInfo[2] = width
- FfxUInt32 endIndexY = (rectInfo[1] + rectInfo[3] - 1) / 64; // rectInfo[1] = top, rectInfo[3] = height
-
- // we only need to dispatch as many thread groups as tiles we need to downsample
- // number of tiles per slice depends on the subregion to downsample
- dispatchThreadGroupCountXY[0] = endIndexX + 1 - workGroupOffset[0];
- dispatchThreadGroupCountXY[1] = endIndexY + 1 - workGroupOffset[1];
-
- // number of thread groups per slice
- numWorkGroupsAndMips[0] = (dispatchThreadGroupCountXY[0]) * (dispatchThreadGroupCountXY[1]);
-
- if (mips >= 0)
- {
- numWorkGroupsAndMips[1] = FfxUInt32(mips);
- }
- else
- {
- // calculate based on rect width and height
- FfxUInt32 resolution = ffxMax(rectInfo[2], rectInfo[3]);
- numWorkGroupsAndMips[1] = FfxUInt32((ffxMin(floor(log2(FfxFloat32(resolution))), FfxFloat32(12))));
- }
-}
-
-/// Setup required constant values for SPD (CPU).
-///
-/// @param [out] dispatchThreadGroupCountXY CPU side: dispatch thread group count xy. z is number of slices of the input texture
-/// @param [out] workGroupOffset GPU side: pass in as constant
-/// @param [out] numWorkGroupsAndMips GPU side: pass in as constant
-/// @param [in] rectInfo left, top, width, height
-///
-/// @ingroup FfxGPUSpd
-FFX_STATIC void ffxSpdSetup(FfxUInt32x2 dispatchThreadGroupCountXY,
- FfxUInt32x2 workGroupOffset,
- FfxUInt32x2 numWorkGroupsAndMips,
- FfxUInt32x4 rectInfo)
-{
- ffxSpdSetup(dispatchThreadGroupCountXY, workGroupOffset, numWorkGroupsAndMips, rectInfo, -1);
-}
-#endif // #if defined(FFX_CPU)
-
-
-//==============================================================================================================================
-// NON-PACKED VERSION
-//==============================================================================================================================
-#if defined(FFX_GPU)
-#if defined(FFX_SPD_PACKED_ONLY)
-// Avoid compiler errors by including default implementations of these callbacks.
-FfxFloat32x4 SpdLoadSourceImage(FfxInt32x2 p, FfxUInt32 slice)
-{
- return FfxFloat32x4(0.0, 0.0, 0.0, 0.0);
-}
-
-FfxFloat32x4 SpdLoad(FfxInt32x2 p, FfxUInt32 slice)
-{
- return FfxFloat32x4(0.0, 0.0, 0.0, 0.0);
-}
-void SpdStore(FfxInt32x2 p, FfxFloat32x4 value, FfxUInt32 mip, FfxUInt32 slice)
-{
-}
-FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
-{
- return FfxFloat32x4(0.0, 0.0, 0.0, 0.0);
-}
-void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
-{
-}
-FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
-{
- return FfxFloat32x4(0.0, 0.0, 0.0, 0.0);
-}
-#endif // #if FFX_SPD_PACKED_ONLY
-
-//_____________________________________________________________/\_______________________________________________________________
-
-void ffxSpdWorkgroupShuffleBarrier()
-{
- FFX_GROUP_MEMORY_BARRIER();
-}
-
-// Only last active workgroup should proceed
-bool SpdExitWorkgroup(FfxUInt32 numWorkGroups, FfxUInt32 localInvocationIndex, FfxUInt32 slice)
-{
- // global atomic counter
- if (localInvocationIndex == 0)
- {
- SpdIncreaseAtomicCounter(slice);
- }
-
- ffxSpdWorkgroupShuffleBarrier();
- return (SpdGetAtomicCounter() != (numWorkGroups - 1));
-}
-
-// User defined: FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3);
-FfxFloat32x4 SpdReduceQuad(FfxFloat32x4 v)
-{
-#if defined(FFX_GLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)
-
- FfxFloat32x4 v0 = v;
- FfxFloat32x4 v1 = subgroupQuadSwapHorizontal(v);
- FfxFloat32x4 v2 = subgroupQuadSwapVertical(v);
- FfxFloat32x4 v3 = subgroupQuadSwapDiagonal(v);
- return SpdReduce4(v0, v1, v2, v3);
-
-#elif defined(FFX_HLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)
-
- // requires SM6.0
- FfxUInt32 quad = WaveGetLaneIndex() & (~0x3);
- FfxFloat32x4 v0 = v;
- FfxFloat32x4 v1 = WaveReadLaneAt(v, quad | 1);
- FfxFloat32x4 v2 = WaveReadLaneAt(v, quad | 2);
- FfxFloat32x4 v3 = WaveReadLaneAt(v, quad | 3);
- return SpdReduce4(v0, v1, v2, v3);
-/*
- // if SM6.0 is not available, you can use the AMD shader intrinsics
- // the AMD shader intrinsics are available in AMD GPU Services (AGS) library:
- // https://gpuopen.com/amd-gpu-services-ags-library/
- // works for DX11
- FfxFloat32x4 v0 = v;
- FfxFloat32x4 v1;
- v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- FfxFloat32x4 v2;
- v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- FfxFloat32x4 v3;
- v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- return SpdReduce4(v0, v1, v2, v3);
- */
-#endif
- return v;
-}
-
-FfxFloat32x4 SpdReduceIntermediate(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3)
-{
- FfxFloat32x4 v0 = SpdLoadIntermediate(i0.x, i0.y);
- FfxFloat32x4 v1 = SpdLoadIntermediate(i1.x, i1.y);
- FfxFloat32x4 v2 = SpdLoadIntermediate(i2.x, i2.y);
- FfxFloat32x4 v3 = SpdLoadIntermediate(i3.x, i3.y);
- return SpdReduce4(v0, v1, v2, v3);
-}
-
-FfxFloat32x4 SpdReduceLoad4(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice)
-{
- FfxFloat32x4 v0 = SpdLoad(FfxInt32x2(i0), slice);
- FfxFloat32x4 v1 = SpdLoad(FfxInt32x2(i1), slice);
- FfxFloat32x4 v2 = SpdLoad(FfxInt32x2(i2), slice);
- FfxFloat32x4 v3 = SpdLoad(FfxInt32x2(i3), slice);
- return SpdReduce4(v0, v1, v2, v3);
-}
-
-FfxFloat32x4 SpdReduceLoad4(FfxUInt32x2 base, FfxUInt32 slice)
-{
- return SpdReduceLoad4(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice);
-}
-
-FfxFloat32x4 SpdReduceLoadSourceImage4(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice)
-{
- FfxFloat32x4 v0 = SpdLoadSourceImage(FfxInt32x2(i0), slice);
- FfxFloat32x4 v1 = SpdLoadSourceImage(FfxInt32x2(i1), slice);
- FfxFloat32x4 v2 = SpdLoadSourceImage(FfxInt32x2(i2), slice);
- FfxFloat32x4 v3 = SpdLoadSourceImage(FfxInt32x2(i3), slice);
- return SpdReduce4(v0, v1, v2, v3);
-}
-
-FfxFloat32x4 SpdReduceLoadSourceImage(FfxUInt32x2 base, FfxUInt32 slice)
-{
-#if defined(SPD_LINEAR_SAMPLER)
- return SpdLoadSourceImage(FfxInt32x2(base), slice);
-#else
- return SpdReduceLoadSourceImage4(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice);
-#endif
-}
-
-void SpdDownsampleMips_0_1_Intrinsics(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
- FfxFloat32x4 v[4];
-
- FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2);
- FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y);
- v[0] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[0], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y);
- v[1] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[1], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16);
- v[2] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[2], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16);
- v[3] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[3], 0, slice);
-
- if (mip <= 1)
- return;
-
- v[0] = SpdReduceQuad(v[0]);
- v[1] = SpdReduceQuad(v[1]);
- v[2] = SpdReduceQuad(v[2]);
- v[3] = SpdReduceQuad(v[3]);
-
- if ((localInvocationIndex % 4) == 0)
- {
- SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2), v[0], 1, slice);
- SpdStoreIntermediate(x / 2, y / 2, v[0]);
-
- SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2), v[1], 1, slice);
- SpdStoreIntermediate(x / 2 + 8, y / 2, v[1]);
-
- SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2 + 8), v[2], 1, slice);
- SpdStoreIntermediate(x / 2, y / 2 + 8, v[2]);
-
- SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2 + 8), v[3], 1, slice);
- SpdStoreIntermediate(x / 2 + 8, y / 2 + 8, v[3]);
- }
-}
-
-void SpdDownsampleMips_0_1_LDS(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
- FfxFloat32x4 v[4];
-
- FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2);
- FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y);
- v[0] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[0], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y);
- v[1] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[1], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16);
- v[2] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[2], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16);
- v[3] = SpdReduceLoadSourceImage(tex, slice);
- SpdStore(pix, v[3], 0, slice);
-
- if (mip <= 1)
- return;
-
- for (FfxUInt32 i = 0; i < 4; i++)
- {
- SpdStoreIntermediate(x, y, v[i]);
- ffxSpdWorkgroupShuffleBarrier();
- if (localInvocationIndex < 64)
- {
- v[i] = SpdReduceIntermediate(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1));
- SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice);
- }
- ffxSpdWorkgroupShuffleBarrier();
- }
-
- if (localInvocationIndex < 64)
- {
- SpdStoreIntermediate(x + 0, y + 0, v[0]);
- SpdStoreIntermediate(x + 8, y + 0, v[1]);
- SpdStoreIntermediate(x + 0, y + 8, v[2]);
- SpdStoreIntermediate(x + 8, y + 8, v[3]);
- }
-}
-
-void SpdDownsampleMips_0_1(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- SpdDownsampleMips_0_1_LDS(x, y, workGroupID, localInvocationIndex, mip, slice);
-#else
- SpdDownsampleMips_0_1_Intrinsics(x, y, workGroupID, localInvocationIndex, mip, slice);
-#endif
-}
-
-
-void SpdDownsampleMip_2(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 64)
- {
- FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1));
- SpdStore(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS, try to reduce bank conflicts
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- // ...
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- SpdStoreIntermediate(x * 2 + y % 2, y * 2, v);
- }
-#else
- FfxFloat32x4 v = SpdLoadIntermediate(x, y);
- v = SpdReduceQuad(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStore(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediate(x + (y / 2) % 2, y, v);
- }
-#endif
-}
-
-void SpdDownsampleMip_3(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 16)
- {
- // x 0 x 0
- // 0 0 0 0
- // 0 x 0 x
- // 0 0 0 0
- FfxFloat32x4 v =
- SpdReduceIntermediate(FfxUInt32x2(x * 4 + 0 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 2 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 0 + 1, y * 4 + 2), FfxUInt32x2(x * 4 + 2 + 1, y * 4 + 2));
- SpdStore(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS
- // x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0
- // ...
- // 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0
- // ...
- // 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x
- // ...
- SpdStoreIntermediate(x * 4 + y, y * 4, v);
- }
-#else
- if (localInvocationIndex < 64)
- {
- FfxFloat32x4 v = SpdLoadIntermediate(x * 2 + y % 2, y * 2);
- v = SpdReduceQuad(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStore(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediate(x * 2 + y / 2, y * 2, v);
- }
- }
-#endif
-}
-
-void SpdDownsampleMip_4(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 4)
- {
- // x 0 0 0 x 0 0 0
- // ...
- // 0 x 0 0 0 x 0 0
- FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(x * 8 + 0 + 0 + y * 2, y * 8 + 0),
- FfxUInt32x2(x * 8 + 4 + 0 + y * 2, y * 8 + 0),
- FfxUInt32x2(x * 8 + 0 + 1 + y * 2, y * 8 + 4),
- FfxUInt32x2(x * 8 + 4 + 1 + y * 2, y * 8 + 4));
- SpdStore(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS
- // x x x x 0 ...
- // 0 ...
- SpdStoreIntermediate(x + y * 2, 0, v);
- }
-#else
- if (localInvocationIndex < 16)
- {
- FfxFloat32x4 v = SpdLoadIntermediate(x * 4 + y, y * 4);
- v = SpdReduceQuad(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStore(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediate(x / 2 + y, 0, v);
- }
- }
-#endif
-}
-
-void SpdDownsampleMip_5(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 1)
- {
- // x x x x 0 ...
- // 0 ...
- FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(0, 0), FfxUInt32x2(1, 0), FfxUInt32x2(2, 0), FfxUInt32x2(3, 0));
- SpdStore(FfxInt32x2(workGroupID.xy), v, mip, slice);
- }
-#else
- if (localInvocationIndex < 4)
- {
- FfxFloat32x4 v = SpdLoadIntermediate(localInvocationIndex, 0);
- v = SpdReduceQuad(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStore(FfxInt32x2(workGroupID.xy), v, mip, slice);
- }
- }
-#endif
-}
-
-void SpdDownsampleMips_6_7(FfxUInt32 x, FfxUInt32 y, FfxUInt32 mips, FfxUInt32 slice)
-{
- FfxInt32x2 tex = FfxInt32x2(x * 4 + 0, y * 4 + 0);
- FfxInt32x2 pix = FfxInt32x2(x * 2 + 0, y * 2 + 0);
- FfxFloat32x4 v0 = SpdReduceLoad4(tex, slice);
- SpdStore(pix, v0, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 2, y * 4 + 0);
- pix = FfxInt32x2(x * 2 + 1, y * 2 + 0);
- FfxFloat32x4 v1 = SpdReduceLoad4(tex, slice);
- SpdStore(pix, v1, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 0, y * 4 + 2);
- pix = FfxInt32x2(x * 2 + 0, y * 2 + 1);
- FfxFloat32x4 v2 = SpdReduceLoad4(tex, slice);
- SpdStore(pix, v2, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 2, y * 4 + 2);
- pix = FfxInt32x2(x * 2 + 1, y * 2 + 1);
- FfxFloat32x4 v3 = SpdReduceLoad4(tex, slice);
- SpdStore(pix, v3, 6, slice);
-
- if (mips <= 7)
- return;
- // no barrier needed, working on values only from the same thread
-
- FfxFloat32x4 v = SpdReduce4(v0, v1, v2, v3);
- SpdStore(FfxInt32x2(x, y), v, 7, slice);
- SpdStoreIntermediate(x, y, v);
-}
-
-void SpdDownsampleNextFour(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 baseMip, FfxUInt32 mips, FfxUInt32 slice)
-{
- if (mips <= baseMip)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_2(x, y, workGroupID, localInvocationIndex, baseMip, slice);
-
- if (mips <= baseMip + 1)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_3(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice);
-
- if (mips <= baseMip + 2)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_4(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice);
-
- if (mips <= baseMip + 3)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_5(workGroupID, localInvocationIndex, baseMip + 3, slice);
-}
-
-/// Downsamples a 64x64 tile based on the work group id.
-/// If after downsampling it's the last active thread group, computes the remaining MIP levels.
-///
-/// @param [in] workGroupID index of the work group / thread group
-/// @param [in] localInvocationIndex index of the thread within the thread group in 1D
-/// @param [in] mips the number of total MIP levels to compute for the input texture
-/// @param [in] numWorkGroups the total number of dispatched work groups / thread groups for this slice
-/// @param [in] slice the slice of the input texture
-///
-/// @ingroup FfxGPUSpd
-void SpdDownsample(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice)
-{
- // compute MIP level 0 and 1
- FfxUInt32x2 sub_xy = ffxRemapForWaveReduction(localInvocationIndex % 64);
- FfxUInt32 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2);
- FfxUInt32 y = sub_xy.y + 8 * ((localInvocationIndex >> 7));
- SpdDownsampleMips_0_1(x, y, workGroupID, localInvocationIndex, mips, slice);
-
- // compute MIP level 2, 3, 4, 5
- SpdDownsampleNextFour(x, y, workGroupID, localInvocationIndex, 2, mips, slice);
-
- if (mips <= 6)
- return;
-
- // increase the global atomic counter for the given slice and check if it's the last remaining thread group:
- // terminate if not, continue if yes.
- if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice))
- return;
-
- // reset the global atomic counter back to 0 for the next spd dispatch
- SpdResetAtomicCounter(slice);
-
- // After mip 5 there is only a single workgroup left that downsamples the remaining up to 64x64 texels.
- // compute MIP level 6 and 7
- SpdDownsampleMips_6_7(x, y, mips, slice);
-
- // compute MIP level 8, 9, 10, 11
- SpdDownsampleNextFour(x, y, FfxUInt32x2(0, 0), localInvocationIndex, 8, mips, slice);
-}
-/// Downsamples a 64x64 tile based on the work group id and work group offset.
-/// If after downsampling it's the last active thread group, computes the remaining MIP levels.
-///
-/// @param [in] workGroupID index of the work group / thread group
-/// @param [in] localInvocationIndex index of the thread within the thread group in 1D
-/// @param [in] mips the number of total MIP levels to compute for the input texture
-/// @param [in] numWorkGroups the total number of dispatched work groups / thread groups for this slice
-/// @param [in] slice the slice of the input texture
-/// @param [in] workGroupOffset the work group offset. it's (0,0) in case the entire input texture is downsampled.
-///
-/// @ingroup FfxGPUSpd
-void SpdDownsample(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice, FfxUInt32x2 workGroupOffset)
-{
- SpdDownsample(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice);
-}
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-//==============================================================================================================================
-// PACKED VERSION
-//==============================================================================================================================
-
-#if FFX_HALF
-
-FfxFloat16x4 SpdReduceQuadH(FfxFloat16x4 v)
-{
-#if defined(FFX_GLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)
- FfxFloat16x4 v0 = v;
- FfxFloat16x4 v1 = subgroupQuadSwapHorizontal(v);
- FfxFloat16x4 v2 = subgroupQuadSwapVertical(v);
- FfxFloat16x4 v3 = subgroupQuadSwapDiagonal(v);
- return SpdReduce4H(v0, v1, v2, v3);
-#elif defined(FFX_HLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)
- // requires SM6.0
- FfxUInt32 quad = WaveGetLaneIndex() & (~0x3);
- FfxFloat16x4 v0 = v;
- FfxFloat16x4 v1 = WaveReadLaneAt(v, quad | 1);
- FfxFloat16x4 v2 = WaveReadLaneAt(v, quad | 2);
- FfxFloat16x4 v3 = WaveReadLaneAt(v, quad | 3);
- return SpdReduce4H(v0, v1, v2, v3);
-/*
- // if SM6.0 is not available, you can use the AMD shader intrinsics
- // the AMD shader intrinsics are available in AMD GPU Services (AGS) library:
- // https://gpuopen.com/amd-gpu-services-ags-library/
- // works for DX11
- FfxFloat16x4 v0 = v;
- FfxFloat16x4 v1;
- v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1);
- FfxFloat16x4 v2;
- v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2);
- FfxFloat16x4 v3;
- v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4);
- return SpdReduce4H(v0, v1, v2, v3);
- */
-#endif
- return FfxFloat16x4(0.0, 0.0, 0.0, 0.0);
-}
-
-FfxFloat16x4 SpdReduceIntermediateH(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3)
-{
- FfxFloat16x4 v0 = SpdLoadIntermediateH(i0.x, i0.y);
- FfxFloat16x4 v1 = SpdLoadIntermediateH(i1.x, i1.y);
- FfxFloat16x4 v2 = SpdLoadIntermediateH(i2.x, i2.y);
- FfxFloat16x4 v3 = SpdLoadIntermediateH(i3.x, i3.y);
- return SpdReduce4H(v0, v1, v2, v3);
-}
-
-FfxFloat16x4 SpdReduceLoad4H(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice)
-{
- FfxFloat16x4 v0 = SpdLoadH(FfxInt32x2(i0), slice);
- FfxFloat16x4 v1 = SpdLoadH(FfxInt32x2(i1), slice);
- FfxFloat16x4 v2 = SpdLoadH(FfxInt32x2(i2), slice);
- FfxFloat16x4 v3 = SpdLoadH(FfxInt32x2(i3), slice);
- return SpdReduce4H(v0, v1, v2, v3);
-}
-
-FfxFloat16x4 SpdReduceLoad4H(FfxUInt32x2 base, FfxUInt32 slice)
-{
- return SpdReduceLoad4H(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice);
-}
-
-FfxFloat16x4 SpdReduceLoadSourceImage4H(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice)
-{
- FfxFloat16x4 v0 = SpdLoadSourceImageH(FfxInt32x2(i0), slice);
- FfxFloat16x4 v1 = SpdLoadSourceImageH(FfxInt32x2(i1), slice);
- FfxFloat16x4 v2 = SpdLoadSourceImageH(FfxInt32x2(i2), slice);
- FfxFloat16x4 v3 = SpdLoadSourceImageH(FfxInt32x2(i3), slice);
- return SpdReduce4H(v0, v1, v2, v3);
-}
-
-FfxFloat16x4 SpdReduceLoadSourceImageH(FfxUInt32x2 base, FfxUInt32 slice)
-{
-#if defined(SPD_LINEAR_SAMPLER)
- return SpdLoadSourceImageH(FfxInt32x2(base), slice);
-#else
- return SpdReduceLoadSourceImage4H(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice);
-#endif
-}
-
-void SpdDownsampleMips_0_1_IntrinsicsH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice)
-{
- FfxFloat16x4 v[4];
-
- FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2);
- FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y);
- v[0] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[0], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y);
- v[1] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[1], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16);
- v[2] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[2], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16);
- v[3] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[3], 0, slice);
-
- if (mips <= 1)
- return;
-
- v[0] = SpdReduceQuadH(v[0]);
- v[1] = SpdReduceQuadH(v[1]);
- v[2] = SpdReduceQuadH(v[2]);
- v[3] = SpdReduceQuadH(v[3]);
-
- if ((localInvocationIndex % 4) == 0)
- {
- SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2), v[0], 1, slice);
- SpdStoreIntermediateH(x / 2, y / 2, v[0]);
-
- SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2), v[1], 1, slice);
- SpdStoreIntermediateH(x / 2 + 8, y / 2, v[1]);
-
- SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2 + 8), v[2], 1, slice);
- SpdStoreIntermediateH(x / 2, y / 2 + 8, v[2]);
-
- SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2 + 8), v[3], 1, slice);
- SpdStoreIntermediateH(x / 2 + 8, y / 2 + 8, v[3]);
- }
-}
-
-void SpdDownsampleMips_0_1_LDSH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice)
-{
- FfxFloat16x4 v[4];
-
- FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2);
- FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y);
- v[0] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[0], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y);
- v[1] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[1], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16);
- v[2] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[2], 0, slice);
-
- tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32);
- pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16);
- v[3] = SpdReduceLoadSourceImageH(tex, slice);
- SpdStoreH(pix, v[3], 0, slice);
-
- if (mips <= 1)
- return;
-
- for (FfxUInt32 i = 0; i < 4; i++)
- {
- SpdStoreIntermediateH(x, y, v[i]);
- ffxSpdWorkgroupShuffleBarrier();
- if (localInvocationIndex < 64)
- {
- v[i] = SpdReduceIntermediateH(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1));
- SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice);
- }
- ffxSpdWorkgroupShuffleBarrier();
- }
-
- if (localInvocationIndex < 64)
- {
- SpdStoreIntermediateH(x + 0, y + 0, v[0]);
- SpdStoreIntermediateH(x + 8, y + 0, v[1]);
- SpdStoreIntermediateH(x + 0, y + 8, v[2]);
- SpdStoreIntermediateH(x + 8, y + 8, v[3]);
- }
-}
-
-void SpdDownsampleMips_0_1H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- SpdDownsampleMips_0_1_LDSH(x, y, workGroupID, localInvocationIndex, mips, slice);
-#else
- SpdDownsampleMips_0_1_IntrinsicsH(x, y, workGroupID, localInvocationIndex, mips, slice);
-#endif
-}
-
-
-void SpdDownsampleMip_2H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 64)
- {
- FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1));
- SpdStoreH(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS, try to reduce bank conflicts
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- // ...
- // x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0
- SpdStoreIntermediateH(x * 2 + y % 2, y * 2, v);
- }
-#else
- FfxFloat16x4 v = SpdLoadIntermediateH(x, y);
- v = SpdReduceQuadH(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStoreH(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediateH(x + (y / 2) % 2, y, v);
- }
-#endif
-}
-
-void SpdDownsampleMip_3H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 16)
- {
- // x 0 x 0
- // 0 0 0 0
- // 0 x 0 x
- // 0 0 0 0
- FfxFloat16x4 v =
- SpdReduceIntermediateH(FfxUInt32x2(x * 4 + 0 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 2 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 0 + 1, y * 4 + 2), FfxUInt32x2(x * 4 + 2 + 1, y * 4 + 2));
- SpdStoreH(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS
- // x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
- // 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0
- // ...
- // 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0
- // ...
- // 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x
- // ...
- SpdStoreIntermediateH(x * 4 + y, y * 4, v);
- }
-#else
- if (localInvocationIndex < 64)
- {
- FfxFloat16x4 v = SpdLoadIntermediateH(x * 2 + y % 2, y * 2);
- v = SpdReduceQuadH(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStoreH(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediateH(x * 2 + y / 2, y * 2, v);
- }
- }
-#endif
-}
-
-void SpdDownsampleMip_4H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 4)
- {
- // x 0 0 0 x 0 0 0
- // ...
- // 0 x 0 0 0 x 0 0
- FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(x * 8 + 0 + 0 + y * 2, y * 8 + 0),
- FfxUInt32x2(x * 8 + 4 + 0 + y * 2, y * 8 + 0),
- FfxUInt32x2(x * 8 + 0 + 1 + y * 2, y * 8 + 4),
- FfxUInt32x2(x * 8 + 4 + 1 + y * 2, y * 8 + 4));
- SpdStoreH(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x, y), v, mip, slice);
- // store to LDS
- // x x x x 0 ...
- // 0 ...
- SpdStoreIntermediateH(x + y * 2, 0, v);
- }
-#else
- if (localInvocationIndex < 16)
- {
- FfxFloat16x4 v = SpdLoadIntermediateH(x * 4 + y, y * 4);
- v = SpdReduceQuadH(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStoreH(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x / 2, y / 2), v, mip, slice);
- SpdStoreIntermediateH(x / 2 + y, 0, v);
- }
- }
-#endif
-}
-
-void SpdDownsampleMip_5H(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice)
-{
-#if defined(FFX_SPD_NO_WAVE_OPERATIONS)
- if (localInvocationIndex < 1)
- {
- // x x x x 0 ...
- // 0 ...
- FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(0, 0), FfxUInt32x2(1, 0), FfxUInt32x2(2, 0), FfxUInt32x2(3, 0));
- SpdStoreH(FfxInt32x2(workGroupID.xy), v, mip, slice);
- }
-#else
- if (localInvocationIndex < 4)
- {
- FfxFloat16x4 v = SpdLoadIntermediateH(localInvocationIndex, 0);
- v = SpdReduceQuadH(v);
- // quad index 0 stores result
- if (localInvocationIndex % 4 == 0)
- {
- SpdStoreH(FfxInt32x2(workGroupID.xy), v, mip, slice);
- }
- }
-#endif
-}
-
-void SpdDownsampleMips_6_7H(FfxUInt32 x, FfxUInt32 y, FfxUInt32 mips, FfxUInt32 slice)
-{
- FfxInt32x2 tex = FfxInt32x2(x * 4 + 0, y * 4 + 0);
- FfxInt32x2 pix = FfxInt32x2(x * 2 + 0, y * 2 + 0);
- FfxFloat16x4 v0 = SpdReduceLoad4H(tex, slice);
- SpdStoreH(pix, v0, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 2, y * 4 + 0);
- pix = FfxInt32x2(x * 2 + 1, y * 2 + 0);
- FfxFloat16x4 v1 = SpdReduceLoad4H(tex, slice);
- SpdStoreH(pix, v1, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 0, y * 4 + 2);
- pix = FfxInt32x2(x * 2 + 0, y * 2 + 1);
- FfxFloat16x4 v2 = SpdReduceLoad4H(tex, slice);
- SpdStoreH(pix, v2, 6, slice);
-
- tex = FfxInt32x2(x * 4 + 2, y * 4 + 2);
- pix = FfxInt32x2(x * 2 + 1, y * 2 + 1);
- FfxFloat16x4 v3 = SpdReduceLoad4H(tex, slice);
- SpdStoreH(pix, v3, 6, slice);
-
- if (mips < 8)
- return;
- // no barrier needed, working on values only from the same thread
-
- FfxFloat16x4 v = SpdReduce4H(v0, v1, v2, v3);
- SpdStoreH(FfxInt32x2(x, y), v, 7, slice);
- SpdStoreIntermediateH(x, y, v);
-}
-
-void SpdDownsampleNextFourH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 baseMip, FfxUInt32 mips, FfxUInt32 slice)
-{
- if (mips <= baseMip)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_2H(x, y, workGroupID, localInvocationIndex, baseMip, slice);
-
- if (mips <= baseMip + 1)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_3H(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice);
-
- if (mips <= baseMip + 2)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_4H(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice);
-
- if (mips <= baseMip + 3)
- return;
- ffxSpdWorkgroupShuffleBarrier();
- SpdDownsampleMip_5H(workGroupID, localInvocationIndex, baseMip + 3, slice);
-}
-
-/// Downsamples a 64x64 tile based on the work group id and work group offset.
-/// If after downsampling it's the last active thread group, computes the remaining MIP levels.
-/// Uses half types.
-///
-/// @param [in] workGroupID index of the work group / thread group
-/// @param [in] localInvocationIndex index of the thread within the thread group in 1D
-/// @param [in] mips the number of total MIP levels to compute for the input texture
-/// @param [in] numWorkGroups the total number of dispatched work groups / thread groups for this slice
-/// @param [in] slice the slice of the input texture
-///
-/// @ingroup FfxGPUSpd
-void SpdDownsampleH(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice)
-{
- FfxUInt32x2 sub_xy = ffxRemapForWaveReduction(localInvocationIndex % 64);
- FfxUInt32 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2);
- FfxUInt32 y = sub_xy.y + 8 * ((localInvocationIndex >> 7));
-
- // compute MIP level 0 and 1
- SpdDownsampleMips_0_1H(x, y, workGroupID, localInvocationIndex, mips, slice);
-
- // compute MIP level 2, 3, 4, 5
- SpdDownsampleNextFourH(x, y, workGroupID, localInvocationIndex, 2, mips, slice);
-
- if (mips < 7)
- return;
-
- // increase the global atomic counter for the given slice and check if it's the last remaining thread group:
- // terminate if not, continue if yes.
- if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice))
- return;
-
- // reset the global atomic counter back to 0 for the next spd dispatch
- SpdResetAtomicCounter(slice);
-
- // After mip 5 there is only a single workgroup left that downsamples the remaining up to 64x64 texels.
- // compute MIP level 6 and 7
- SpdDownsampleMips_6_7H(x, y, mips, slice);
-
- // compute MIP level 8, 9, 10, 11
- SpdDownsampleNextFourH(x, y, FfxUInt32x2(0, 0), localInvocationIndex, 8, mips, slice);
-}
-
-/// Downsamples a 64x64 tile based on the work group id and work group offset.
-/// If after downsampling it's the last active thread group, computes the remaining MIP levels.
-/// Uses half types.
-///
-/// @param [in] workGroupID index of the work group / thread group
-/// @param [in] localInvocationIndex index of the thread within the thread group in 1D
-/// @param [in] mips the number of total MIP levels to compute for the input texture
-/// @param [in] numWorkGroups the total number of dispatched work groups / thread groups for this slice
-/// @param [in] slice the slice of the input texture
-/// @param [in] workGroupOffset the work group offset. it's (0,0) in case the entire input texture is downsampled.
-///
-/// @ingroup FfxGPUSpd
-void SpdDownsampleH(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice, FfxUInt32x2 workGroupOffset)
-{
- SpdDownsampleH(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice);
-}
-
-#endif // #if FFX_HALF
-#endif // #if defined(FFX_GPU)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta
deleted file mode 100644
index 8d6426a7..00000000
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta
+++ /dev/null
@@ -1,46 +0,0 @@
-fileFormatVersion: 2
-guid: face65176ee3b82498bd0b8fed0ddacd
-PluginImporter:
- externalObjects: {}
- serializedVersion: 3
- iconMap: {}
- executionOrder: {}
- defineConstraints: []
- isPreloaded: 0
- isOverridable: 0
- isExplicitlyReferenced: 0
- validateReferences: 1
- platformData:
- Any:
- enabled: 0
- settings:
- Exclude Editor: 1
- Exclude Linux64: 1
- Exclude OSXUniversal: 1
- Exclude Win: 1
- Exclude Win64: 1
- Editor:
- enabled: 0
- settings:
- CPU: AnyCPU
- DefaultValueInitialized: true
- OS: AnyOS
- Linux64:
- enabled: 0
- settings:
- CPU: None
- OSXUniversal:
- enabled: 0
- settings:
- CPU: None
- Win:
- enabled: 0
- settings:
- CPU: None
- Win64:
- enabled: 0
- settings:
- CPU: None
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs
index 3688a8b6..c0d1a304 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs
@@ -11,7 +11,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
{
private Fsr3UpscalerAssets _assets;
- public override string name => "FSR 3.0";
+ public override string name => "FSR 3.1";
public override bool isSupported => SystemInfo.supportsComputeShaders;
@@ -20,7 +20,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
if (_assets != null)
return true;
- _assets = Resources.Load("Fsr3UpscalerAssets");
+ _assets = Resources.Load("FSR3 Upscaler Assets");
return _assets != null;
}
@@ -78,7 +78,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
_context.Create(new Fsr3Upscaler.ContextDescription
{
- DisplaySize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight),
+ MaxUpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight),
MaxRenderSize = new Vector2Int((int)_initData.maxRenderSizeWidth, (int)_initData.maxRenderSizeHeight),
Flags = flags,
Shaders = assets.shaders,
@@ -103,7 +103,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
_dispatchDescription.JitterOffset = new Vector2(executeData.jitterOffsetX, executeData.jitterOffsetY);
_dispatchDescription.MotionVectorScale = new Vector2(executeData.MVScaleX, executeData.MVScaleY);
_dispatchDescription.RenderSize = new Vector2Int((int)executeData.renderSizeWidth, (int)executeData.renderSizeHeight);
- _dispatchDescription.InputResourceSize = new Vector2Int((int)executeData.renderSizeWidth, (int)executeData.renderSizeHeight);
+ _dispatchDescription.UpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight);
_dispatchDescription.EnableSharpening = executeData.enableSharpening != 0;
_dispatchDescription.Sharpness = executeData.sharpness;
_dispatchDescription.FrameTimeDelta = executeData.frameTimeDelta / 1000f;
@@ -113,6 +113,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
_dispatchDescription.CameraFar = executeData.cameraFar;
_dispatchDescription.CameraFovAngleVertical = executeData.cameraFovAngleVertical;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
+ _dispatchDescription.UseTextureArrays = TextureXR.useTexArray && textures.colorInput.dimension == TextureDimension.Tex2DArray;
_context.Dispatch(_dispatchDescription, cmd);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources.meta
similarity index 100%
rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources.meta
rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources.meta
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset
new file mode 100644
index 00000000..b3d83b80
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset
@@ -0,0 +1,26 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 2dbcc608a4754d049a14a0bcce2eb40b, type: 3}
+ m_Name: FSR3 Upscaler Assets
+ m_EditorClassIdentifier:
+ shaders:
+ prepareInputsPass: {fileID: 7200000, guid: 4f59e5b9179d74844ae06a30ae1e0629, type: 3}
+ lumaPyramidPass: {fileID: 7200000, guid: d253be05abcdc80428503d3e4cce3a36, type: 3}
+ shadingChangePyramidPass: {fileID: 7200000, guid: 251e663738905fa4d8817001682d802f, type: 3}
+ shadingChangePass: {fileID: 7200000, guid: 9a2bff2f97619ed4989d9b0577ba0641, type: 3}
+ prepareReactivityPass: {fileID: 7200000, guid: 20e44016ed34b0d4b8de499d1b566c69, type: 3}
+ lumaInstabilityPass: {fileID: 7200000, guid: a135306e6d1857e43a86ef20db2a47fe, type: 3}
+ accumulatePass: {fileID: 7200000, guid: c9b45f0ae7673694ba57a4aadfe212e9, type: 3}
+ sharpenPass: {fileID: 7200000, guid: 7aaf5cfff022de2499e9b0412f947f6c, type: 3}
+ autoGenReactivePass: {fileID: 7200000, guid: 5716b91fdaa4e9e439df6b96a796fe6e, type: 3}
+ tcrAutoGenPass: {fileID: 7200000, guid: 75cdc6ef23f08ed498d4da511923fcea, type: 3}
+ debugViewPass: {fileID: 7200000, guid: cb24a71d54164c54eb5e86839acd48c5, type: 3}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset.meta
similarity index 79%
rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset.meta
rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset.meta
index a9844463..14de77e3 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3/Resources/Fsr3UpscalerAssets.asset.meta
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/Resources/FSR3 Upscaler Assets.asset.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: fc3f2f6a88715cf4394875ecc1c77e32
+guid: 2138b334f98f3724e8ef13e5207039ed
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef b/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef
index 469d408e..727c1986 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef
+++ b/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef
@@ -12,7 +12,8 @@
"Unity.Rendering.Denoising.Runtime",
"Unity.Timeline",
"Unity.VisualEffectGraph.Runtime",
- "Unity.RenderPipelines.GPUDriven.Runtime"
+ "Unity.RenderPipelines.GPUDriven.Runtime",
+ "FidelityFX.FSR"
],
"includePlatforms": [],
"excludePlatforms": [],
@@ -79,4 +80,4 @@
}
],
"noEngineReferences": false
-}
+}
\ No newline at end of file
diff --git a/fidelityfx.fsr b/fidelityfx.fsr
new file mode 160000
index 00000000..60f1f1ea
--- /dev/null
+++ b/fidelityfx.fsr
@@ -0,0 +1 @@
+Subproject commit 60f1f1ea37902537aeabfb4f3b59d59b0002f1cc
diff --git a/packages-lock.json b/packages-lock.json
index a167b1bf..4531e9c3 100644
--- a/packages-lock.json
+++ b/packages-lock.json
@@ -293,6 +293,12 @@
},
"url": "https://packages.unity.com"
},
+ "fidelityfx.fsr": {
+ "version": "file:fidelityfx.fsr",
+ "depth": 0,
+ "source": "embedded",
+ "dependencies": {}
+ },
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,