// 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 FSR2_BIND_SRV_INPUT_EXPOSURE 0 #define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1 #if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2 #else #define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 #endif #define FSR2_BIND_SRV_INTERNAL_UPSCALED 3 #define FSR2_BIND_SRV_LOCK_STATUS 4 #define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5 #define FSR2_BIND_SRV_LANCZOS_LUT 6 #define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 7 #define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 8 #define FSR2_BIND_SRV_AUTO_EXPOSURE 9 #define FSR2_BIND_SRV_LUMA_HISTORY 10 #define FSR2_BIND_UAV_INTERNAL_UPSCALED 0 #define FSR2_BIND_UAV_LOCK_STATUS 1 #define FSR2_BIND_UAV_UPSCALED_OUTPUT 2 #define FSR2_BIND_UAV_NEW_LOCKS 3 #define FSR2_BIND_UAV_LUMA_HISTORY 4 #define FSR2_BIND_CB_FSR2 0 #include "ffx_fsr2_callbacks_hlsl.h" #include "ffx_fsr2_common.h" #include "ffx_fsr2_sample.h" #include "ffx_fsr2_upsample.h" #include "ffx_fsr2_postprocess_lock_status.h" #include "ffx_fsr2_reproject.h" #include "ffx_fsr2_accumulate.h" #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #define FFX_FSR2_THREAD_GROUP_WIDTH 8 #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT #define FFX_FSR2_THREAD_GROUP_HEIGHT 8 #endif // FFX_FSR2_THREAD_GROUP_HEIGHT #ifndef FFX_FSR2_THREAD_GROUP_DEPTH #define FFX_FSR2_THREAD_GROUP_DEPTH 1 #endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH #ifndef FFX_FSR2_NUM_THREADS #define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] #endif // #ifndef FFX_FSR2_NUM_THREADS FFX_FSR2_PREFER_WAVE64 FFX_FSR2_NUM_THREADS FFX_FSR2_EMBED_ROOTSIG_CONTENT void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) { const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT; uGroupId.y = GroupRows - uGroupId.y - 1; uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId; Accumulate(uDispatchThreadId); }