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Upgraded to FSR 3.1 Upscaler
Upgraded to FSR 3.1 Upscaler
- Moved FSR core classes and shaders into their own package - Added FSR 2.2 implementation side-by-side with FSR 3.1 - Updated BiRP and PPV2 integrations for FSR 3.1 - Added experimental HDRP 17 integrationmaster ppv2-3.4.0c-fsr3.1
1042 changed files with 28837 additions and 39458 deletions
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26Assets/FSR3 Upscaler Assets.asset
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0Assets/FSR3 Upscaler Assets.asset.meta
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23Assets/Fsr3UpscalerAssets.asset
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74Assets/Scenes/SampleScenePPV2.unity
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8Assets/Scripts/Core.meta
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80Assets/Scripts/Core/Fsr3ShaderIDs.cs
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333Assets/Scripts/Core/Fsr3Upscaler.cs
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151Assets/Scripts/Core/Fsr3UpscalerAssets.cs
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81Assets/Scripts/Core/Fsr3UpscalerCallbacks.cs
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610Assets/Scripts/Core/Fsr3UpscalerContext.cs
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372Assets/Scripts/Core/Fsr3UpscalerPass.cs
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258Assets/Scripts/Core/Fsr3UpscalerResources.cs
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12Assets/Scripts/Fsr3UpscalerImageEffect.cs
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1Assets/Scripts/Fsr3UpscalerImageEffectHelper.cs
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8Assets/Shaders.meta
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8Assets/Shaders/FSR3.meta
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41Assets/Shaders/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
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32Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
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42Assets/Shaders/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute
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32Assets/Shaders/FSR3/ffx_fsr3upscaler_depth_clip_pass.compute
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30Assets/Shaders/FSR3/ffx_fsr3upscaler_lock_pass.compute
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31Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
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33Assets/Shaders/FSR3/ffx_fsr3upscaler_reconstruct_previous_depth_pass.compute
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32Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
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82Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc
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8Assets/Shaders/FSR3/shaders.meta
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79Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_accumulate_pass.hlsl.meta
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77Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl.meta
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55Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl.meta
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67Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_depth_clip_pass.hlsl.meta
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56Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_lock_pass.hlsl.meta
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53Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_rcas_pass.hlsl.meta
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64Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_reconstruct_previous_depth_pass.hlsl.meta
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90Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl
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7Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl.meta
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8Assets/Shaders/FSR3/shaders/fsr3upscaler.meta
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616Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta
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80Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core.h.meta
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338Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta
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2784Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta
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2979Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta
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1651Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta
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51Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_portability.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta
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288Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta
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928Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
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566Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
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176Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta
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259Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta
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116Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta
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107Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta
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67Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
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146Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta
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137Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
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104Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
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606Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
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195Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h
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65Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
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8Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1.meta
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1252Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h
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67Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
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8Assets/Shaders/FSR3/shaders/fsr3upscaler/spd.meta
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1009Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h
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67Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta
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38LICENSE.txt
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0Packages/com.unity.postprocessing/.signature
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0Packages/com.unity.postprocessing/CHANGELOG.md
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0Packages/com.unity.postprocessing/CHANGELOG.md.meta
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0Packages/com.unity.postprocessing/Documentation~/Ambient-Occlusion.md
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0Packages/com.unity.postprocessing/Documentation~/Anti-aliasing.md
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0Packages/com.unity.postprocessing/Documentation~/Auto-Exposure.md
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0Packages/com.unity.postprocessing/Documentation~/Bloom.md
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0Packages/com.unity.postprocessing/Documentation~/Chromatic-Aberration.md
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0Packages/com.unity.postprocessing/Documentation~/Color-Grading.md
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// Copyright (c) 2023 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
|
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
|
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// The above copyright notice and this permission notice shall be included in all
|
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// copies or substantial portions of the Software.
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//
|
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using UnityEngine; |
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namespace FidelityFX |
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{ |
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internal static class Fsr3ShaderIDs |
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{ |
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// Shader resource views, i.e. read-only bindings
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internal static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered"); |
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internal static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only"); |
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internal static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors"); |
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internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth"); |
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internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure"); |
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internal static readonly int SrvAutoExposure = Shader.PropertyToID("r_auto_exposure"); |
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internal static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask"); |
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internal static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask"); |
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internal static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth"); |
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internal static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors"); |
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internal static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors"); |
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internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth"); |
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internal static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color"); |
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internal static readonly int SrvLockStatus = Shader.PropertyToID("r_lock_status"); |
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internal static readonly int SrvLockInputLuma = Shader.PropertyToID("r_lock_input_luma"); |
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internal static readonly int SrvPreparedInputColor = Shader.PropertyToID("r_prepared_input_color"); |
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internal static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history"); |
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internal static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input"); |
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internal static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut"); |
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internal static readonly int SrvSceneLuminanceMips = Shader.PropertyToID("r_imgMips"); |
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internal static readonly int SrvUpscaleMaximumBiasLut = Shader.PropertyToID("r_upsample_maximum_bias_lut"); |
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internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks"); |
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internal static readonly int SrvPrevColorPreAlpha = Shader.PropertyToID("r_input_prev_color_pre_alpha"); |
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internal static readonly int SrvPrevColorPostAlpha = Shader.PropertyToID("r_input_prev_color_post_alpha"); |
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// Unordered access views, i.e. random read/write bindings
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internal static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth"); |
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internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors"); |
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internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth"); |
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internal static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color"); |
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internal static readonly int UavLockStatus = Shader.PropertyToID("rw_lock_status"); |
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internal static readonly int UavLockInputLuma = Shader.PropertyToID("rw_lock_input_luma"); |
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internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks"); |
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internal static readonly int UavPreparedInputColor = Shader.PropertyToID("rw_prepared_input_color"); |
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internal static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history"); |
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internal static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output"); |
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internal static readonly int UavExposureMipLumaChange = Shader.PropertyToID("rw_img_mip_shading_change"); |
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internal static readonly int UavExposureMip5 = Shader.PropertyToID("rw_img_mip_5"); |
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internal static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks"); |
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internal static readonly int UavAutoExposure = Shader.PropertyToID("rw_auto_exposure"); |
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internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic"); |
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internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive"); |
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internal static readonly int UavAutoComposition = Shader.PropertyToID("rw_output_autocomposition"); |
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internal static readonly int UavPrevColorPreAlpha = Shader.PropertyToID("rw_output_prev_color_pre_alpha"); |
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internal static readonly int UavPrevColorPostAlpha = Shader.PropertyToID("rw_output_prev_color_post_alpha"); |
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// Constant buffer bindings
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internal static readonly int CbFsr3Upscaler = Shader.PropertyToID("cbFSR3Upscaler"); |
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internal static readonly int CbSpd = Shader.PropertyToID("cbSPD"); |
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internal static readonly int CbRcas = Shader.PropertyToID("cbRCAS"); |
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internal static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive"); |
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} |
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} |
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// Copyright (c) 2023 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to deal
|
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// in the Software without restriction, including without limitation the rights
|
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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// copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
|
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// The above copyright notice and this permission notice shall be included in all
|
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// copies or substantial portions of the Software.
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//
|
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System; |
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using System.Runtime.InteropServices; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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namespace FidelityFX |
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{ |
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/// <summary>
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/// A collection of helper functions and data structures required by the FSR3 Upscaler process.
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/// </summary>
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public static class Fsr3Upscaler |
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{ |
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/// <summary>
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/// Creates a new FSR3 Upscaler context with standard parameters that are appropriate for the current platform.
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/// </summary>
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public static Fsr3UpscalerContext CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, Fsr3UpscalerShaders shaders, InitializationFlags flags = 0) |
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{ |
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if (SystemInfo.usesReversedZBuffer) |
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flags |= InitializationFlags.EnableDepthInverted; |
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else |
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flags &= ~InitializationFlags.EnableDepthInverted; |
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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flags |= InitializationFlags.EnableDebugChecking; |
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#endif
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Debug.Log($"Setting up FSR3 Upscaler with render size: {maxRenderSize.x}x{maxRenderSize.y}, display size: {displaySize.x}x{displaySize.y}, flags: {flags}"); |
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var contextDescription = new ContextDescription |
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{ |
|||
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, |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// A structure encapsulating the parameters required to initialize FidelityFX Super Resolution 3 upscaling.
|
|||
/// </summary>
|
|||
public struct ContextDescription |
|||
{ |
|||
public InitializationFlags Flags; |
|||
public Vector2Int MaxRenderSize; |
|||
public Vector2Int DisplaySize; |
|||
public Fsr3UpscalerShaders Shaders; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// A structure encapsulating the parameters for dispatching the various passes of FidelityFX Super Resolution 3.
|
|||
/// </summary>
|
|||
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; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// An immutable structure wrapping all of the necessary information to bind a specific buffer or attachment of a render target to a compute shader.
|
|||
/// </summary>
|
|||
public readonly struct ResourceView |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
public static readonly ResourceView Unassigned = new ResourceView(default); |
|||
|
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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; |
|||
} |
|||
} |
|||
@ -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 |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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<ComputeShader>(assetPath); |
|||
} |
|||
#endif
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// All the compute shaders used by the FSR3 Upscaler.
|
|||
/// </summary>
|
|||
[System.Serializable] |
|||
public class Fsr3UpscalerShaders |
|||
{ |
|||
/// <summary>
|
|||
/// The compute shader used by the luminance pyramid computation pass.
|
|||
/// </summary>
|
|||
public ComputeShader computeLuminancePyramidPass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used by the previous depth reconstruction pass.
|
|||
/// </summary>
|
|||
public ComputeShader reconstructPreviousDepthPass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used by the depth clip pass.
|
|||
/// </summary>
|
|||
public ComputeShader depthClipPass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used by the lock pass.
|
|||
/// </summary>
|
|||
public ComputeShader lockPass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used by the accumulation pass.
|
|||
/// </summary>
|
|||
public ComputeShader accumulatePass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used by the RCAS sharpening pass.
|
|||
/// </summary>
|
|||
public ComputeShader sharpenPass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used to auto-generate a reactive mask.
|
|||
/// </summary>
|
|||
public ComputeShader autoGenReactivePass; |
|||
|
|||
/// <summary>
|
|||
/// The compute shader used to auto-generate a transparency & composition mask.
|
|||
/// </summary>
|
|||
public ComputeShader tcrAutoGenPass; |
|||
|
|||
/// <summary>
|
|||
/// Returns a copy of this class and its contents.
|
|||
/// </summary>
|
|||
public Fsr3UpscalerShaders Clone() |
|||
{ |
|||
return (Fsr3UpscalerShaders)MemberwiseClone(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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), |
|||
}; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Destroy all the shaders within this instance.
|
|||
/// Use this only on clones created through DeepCopy.
|
|||
/// </summary>
|
|||
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); |
|||
} |
|||
} |
|||
} |
|||
@ -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 |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
public interface IFsr3UpscalerCallbacks |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
void ApplyMipmapBias(float biasOffset); |
|||
|
|||
void UndoMipmapBias(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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<Texture2D>()) |
|||
{ |
|||
if (texture.mipmapCount <= 1) |
|||
continue; |
|||
|
|||
texture.mipMapBias += biasOffset; |
|||
} |
|||
} |
|||
|
|||
public virtual void UndoMipmapBias() |
|||
{ |
|||
if (CurrentBiasOffset == 0f) |
|||
return; |
|||
|
|||
ApplyMipmapBias(-CurrentBiasOffset); |
|||
} |
|||
} |
|||
} |
|||
@ -1,610 +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 |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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<Fsr3Upscaler.UpscalerConstants>(); |
|||
_spdConstantsBuffer = CreateConstantBuffer<Fsr3Upscaler.SpdConstants>(); |
|||
_rcasConstantsBuffer = CreateConstantBuffer<Fsr3Upscaler.RcasConstants>(); |
|||
_generateReactiveConstantsBuffer = CreateConstantBuffer<Fsr3Upscaler.GenerateReactiveConstants>(); |
|||
_tcrAutogenerateConstantsBuffer = CreateConstantBuffer<Fsr3Upscaler.GenerateReactiveConstants2>(); |
|||
|
|||
// 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); |
|||
|
|||
_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"); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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<TConstants>() where TConstants: struct |
|||
{ |
|||
return new ComputeBuffer(1, Marshal.SizeOf<TConstants>(), 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; |
|||
} |
|||
} |
|||
} |
|||
@ -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 |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf<Fsr3Upscaler.SpdConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbRcas, _rcasConstants, 0, Marshal.SizeOf<Fsr3Upscaler.RcasConstants>()); |
|||
|
|||
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<Fsr3Upscaler.GenerateReactiveConstants>()); |
|||
|
|||
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<Fsr3Upscaler.UpscalerConstants>()); |
|||
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _tcrAutogenerateConstants, 0, Marshal.SizeOf<Fsr3Upscaler.GenerateReactiveConstants2>()); |
|||
|
|||
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); |
|||
} |
|||
} |
|||
} |
|||
@ -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 |
|||
{ |
|||
/// <summary>
|
|||
/// 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.
|
|||
/// </summary>
|
|||
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, |
|||
}; |
|||
} |
|||
} |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: f1c65c7377a34fe41beb57484d87a08b |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 661ffc6dbd7389b4da99fb9f749745de |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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" |
|||
@ -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<type> |
|||
#define UNITY_FSR3_RWTEX2D(type) RWTexture2DArray<type> |
|||
#define UNITY_FSR3_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX) |
|||
#define UNITY_FSR3_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX) |
|||
|
|||
#endif |
|||
#endif |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 8364d4f86c613ec4d999d062f5f773b8 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 507ab779c38eddb429cdcedf9c108d1b |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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; |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 52cdb7a7c30cb614984908593ed19082 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 2d149b52ba0f5bb468a94a71dbbcb66f |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: da435b71cf57e2247b80ae0f0f86d1f8 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 98d2cbbda5e90dd4ebd1d70abbb63a09 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 9a15fc73170a9bc478801c8fa4d8d574 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: bafb3726a76b97a49bb343d8a4323754 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 712d171118b59fc4fb28d0d487060d42 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: ae9c6d015ae76544f9e8117e79ea862b |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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 <float, 4, 4> |
|||
#define FfxFloat32Mat3 matrix <float, 3, 3> |
|||
|
|||
/// 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<BaseComponentType##16_t, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType##16_t, ROW, COL> TypeName; |
|||
|
|||
#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType##16_t TypeName; |
|||
#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType##16_t, COL> TypeName; |
|||
#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType##16_t, ROW, COL> 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<min16##BaseComponentType, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<min16##BaseComponentType, ROW, COL> 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<BaseComponentType, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType, ROW, COL> TypeName; |
|||
|
|||
#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType TypeName; |
|||
#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType, COL> TypeName; |
|||
#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType, ROW, COL> 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 |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 7974b728d5c1b6d4a8a8e3965d03f96d |
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serializedVersion: 2 |
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userData: |
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@ -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) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: b91c5f52b89ff554dacb51045a802ed8 |
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PluginImporter: |
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externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
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platformData: |
|||
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|||
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|||
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|||
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|||
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|||
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Exclude GameCoreScarlett: 1 |
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Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
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|||
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|||
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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 <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>mix</i></c> 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 <c><i>x</i></c> and how much of <c><i>y</i></c>. |
|||
/// |
|||
/// @returns |
|||
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>. |
|||
/// |
|||
/// @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 <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>x - floor(x)</i></c>. |
|||
/// |
|||
/// @param [in] x The value to compute the fractional part from. |
|||
/// |
|||
/// @returns |
|||
/// The fractional part of <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>x</i></c>. |
|||
/// |
|||
/// @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 <c><i>f</i></c>. |
|||
/// |
|||
/// @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 <c><i>value</i></c> 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); |
|||
} |
|||
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1651
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h
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@ -1,65 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: 299f67e8b7e1d1a48a577bf8b328ac92 |
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serializedVersion: 2 |
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// 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; |
|||
} |
|||
@ -1,65 +0,0 @@ |
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@ -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 |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 3fc2f7a2c8c31324a949e1761bf599cc |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
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defineConstraints: [] |
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isPreloaded: 0 |
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isOverridable: 0 |
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isExplicitlyReferenced: 0 |
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validateReferences: 1 |
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Exclude GameCoreScarlett: 1 |
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Exclude GameCoreXboxOne: 1 |
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Exclude Linux64: 1 |
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Exclude OSXUniversal: 1 |
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Exclude PS4: 1 |
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Exclude PS5: 1 |
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Exclude Win: 1 |
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Exclude Win64: 1 |
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- first: |
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settings: |
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userData: |
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@ -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<type> |
|||
#endif |
|||
#if !defined(UNITY_FSR3_RWTEX2D) |
|||
#define UNITY_FSR3_RWTEX2D(type) RWTexture2D<type> |
|||
#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<FfxFloat32x2> r_input_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE |
|||
Texture2D<FfxFloat32x2> 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<FfxUInt32> 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<FfxFloat32x2> 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<FfxFloat32x2> 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<FfxFloat32> r_dilated_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED |
|||
Texture2D<FfxFloat32x4> r_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_LOCK_STATUS |
|||
Texture2D<unorm FfxFloat32x2> r_lock_status : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LOCK_STATUS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA |
|||
Texture2D<FfxFloat32> r_lock_input_luma : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LOCK_INPUT_LUMA); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_NEW_LOCKS |
|||
Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_NEW_LOCKS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR |
|||
Texture2D<FfxFloat32x4> r_prepared_input_color : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREPARED_INPUT_COLOR); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_LUMA_HISTORY |
|||
Texture2D<unorm FfxFloat32x4> r_luma_history : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_RCAS_INPUT |
|||
Texture2D<FfxFloat32x4> r_rcas_input : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RCAS_INPUT); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_LANCZOS_LUT |
|||
Texture2D<FfxFloat32> r_lanczos_lut : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS |
|||
Texture2D<FfxFloat32> r_imgMips : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_SCENE_LUMINANCE_MIPS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT |
|||
Texture2D<FfxFloat32> 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<unorm FfxFloat32x2> 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<float3> 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<float3> 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<FfxUInt32> 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<FfxFloat32x2> rw_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_DILATED_DEPTH |
|||
RWTexture2D<FfxFloat32> rw_dilated_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED |
|||
RWTexture2D<FfxFloat32x4> rw_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_LOCK_STATUS |
|||
RWTexture2D<unorm FfxFloat32x2> rw_lock_status : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LOCK_STATUS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA |
|||
RWTexture2D<FfxFloat32> rw_lock_input_luma : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LOCK_INPUT_LUMA); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_NEW_LOCKS |
|||
RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_NEW_LOCKS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR |
|||
RWTexture2D<FfxFloat32x4> rw_prepared_input_color : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREPARED_INPUT_COLOR); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_LUMA_HISTORY |
|||
RWTexture2D<FfxFloat32x4> 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<FfxFloat32> 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<FfxFloat32> rw_img_mip_5 : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_EXPOSURE_MIP_5); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS |
|||
RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_EXPOSURE |
|||
RWTexture2D<FfxFloat32x2> rw_exposure : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_EXPOSURE); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE |
|||
RWTexture2D<FfxFloat32x2> rw_auto_exposure : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTO_EXPOSURE); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC |
|||
globallycoherent RWTexture2D<FfxUInt32> rw_spd_global_atomic : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC); |
|||
#endif |
|||
|
|||
#if defined FSR3UPSCALER_BIND_UAV_AUTOREACTIVE |
|||
RWTexture2D<float> rw_output_autoreactive : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION |
|||
RWTexture2D<float> rw_output_autocomposition : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION); |
|||
#endif |
|||
#if defined FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR |
|||
RWTexture2D<float3> 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<float3> 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) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: ba849fdeb042e7f458c81408414db834 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: OSXUniversal |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 6a638bec681caac4fa8e2ca198726694 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: OSXUniversal |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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 |
|||
} |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 61bd10363d44ee2478461c9e9efbcb67 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: OSXUniversal |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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 ) |
|||
@ -1,65 +0,0 @@ |
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@ -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 |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: c7e9f53dd040b2645af5ccd936a94b0e |
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userData: |
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@ -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 ) |
|||
@ -1,65 +0,0 @@ |
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@ -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)); |
|||
} |
|||
@ -1,65 +0,0 @@ |
|||
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@ -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 ) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: c8b3854bad30a8b40babc5a9805f294e |
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PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
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executionOrder: {} |
|||
defineConstraints: [] |
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isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
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second: |
|||
enabled: 0 |
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settings: |
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Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
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|||
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userData: |
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assetBundleName: |
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@ -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 ) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
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defineConstraints: [] |
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isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
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platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
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settings: {} |
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- first: |
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Editor: Editor |
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second: |
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enabled: 0 |
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settings: |
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DefaultValueInitialized: true |
|||
- first: |
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Standalone: Linux64 |
|||
second: |
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enabled: 0 |
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settings: |
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CPU: None |
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Standalone: OSXUniversal |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
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Standalone: Win |
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CPU: None |
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userData: |
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|||
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@ -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 ) |
|||
@ -1,65 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: b5a95a38dcfaf3946a5095bbbc42939a |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
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Exclude GameCoreScarlett: 1 |
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Exclude GameCoreXboxOne: 1 |
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Exclude Linux64: 1 |
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Exclude OSXUniversal: 1 |
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Exclude PS4: 1 |
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Exclude PS5: 1 |
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Exclude Win: 1 |
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userData: |
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@ -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 ) |
|||
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@ -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 ) |
|||
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Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h
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1009
Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h
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// Copyright (c) 2023 Nico de Poel |
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// |
|||
// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files (the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions: |
|||
// |
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// The above copyright notice and this permission notice shall be included in all |
|||
// copies or substantial portions of the Software. |
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// |
|||
// 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 |
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// THE SOFTWARE. |
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Copyright (c) 2024 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 |
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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. |
|||
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