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3 Commits
master ... cas

  1. 50
      Runtime/Common/ConstantsBuffer.cs
  2. 3
      Runtime/Common/ConstantsBuffer.cs.meta
  3. 12
      Shaders/ffx_cas_sharpen_pass.compute
  4. 8
      Shaders/ffx_cas_sharpen_pass.compute.meta
  5. 8
      Shaders/shaders/cas.meta
  6. 1271
      Shaders/shaders/cas/ffx_cas.h
  7. 65
      Shaders/shaders/cas/ffx_cas.h.meta
  8. 226
      Shaders/shaders/cas/ffx_cas_callbacks_hlsl.h
  9. 65
      Shaders/shaders/cas/ffx_cas_callbacks_hlsl.h.meta
  10. 41
      Shaders/shaders/cas/ffx_cas_resources.h
  11. 65
      Shaders/shaders/cas/ffx_cas_resources.h.meta
  12. 89
      Shaders/shaders/cas/ffx_cas_sharpen.h
  13. 65
      Shaders/shaders/cas/ffx_cas_sharpen.h.meta
  14. 54
      Shaders/shaders/ffx_cas_sharpen_pass.hlsl
  15. 7
      Shaders/shaders/ffx_cas_sharpen_pass.hlsl.meta

50
Runtime/Common/ConstantsBuffer.cs

@ -0,0 +1,50 @@
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
namespace FidelityFX
{
/// <summary>
/// Convenience class for handling a constants buffer containing a single struct item.
/// This wraps the compute buffer and the value array, as well as providing easy access to both.
/// </summary>
public class ConstantsBuffer<TConst>
where TConst: struct
{
private ComputeBuffer _computeBuffer;
private readonly TConst[] _constArray = { new TConst() };
public ref TConst Value => ref _constArray[0];
public static ConstantsBuffer<TConst> Create()
{
ConstantsBuffer<TConst> buffer = new();
buffer.Init();
return buffer;
}
public void Init()
{
_computeBuffer = new ComputeBuffer(1, Marshal.SizeOf<TConst>(), ComputeBufferType.Constant);
}
public void UpdateBufferData(CommandBuffer commandBuffer)
{
commandBuffer.SetBufferData(_computeBuffer, _constArray);
}
public void Destroy()
{
if (_computeBuffer == null)
return;
_computeBuffer.Release();
_computeBuffer = null;
}
public static implicit operator ComputeBuffer(ConstantsBuffer<TConst> constants)
{
return constants._computeBuffer;
}
}
}

3
Runtime/Common/ConstantsBuffer.cs.meta

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timeCreated: 1729668780

12
Shaders/ffx_cas_sharpen_pass.compute

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#pragma kernel CS
#define FFX_CAS_OPTION_SHARPEN_ONLY 1
#define FFX_CAS_COLOR_SPACE_CONVERSION 0 // Linear color space
#define FFX_CAS_USE_PRECISE_MATH 1
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#pragma warning(disable: 3571)
#include "shaders/ffx_cas_sharpen_pass.hlsl"

8
Shaders/ffx_cas_sharpen_pass.compute.meta

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8
Shaders/shaders/cas.meta

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1271
Shaders/shaders/cas/ffx_cas.h
File diff suppressed because it is too large
View File

65
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226
Shaders/shaders/cas/ffx_cas_callbacks_hlsl.h

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_cas_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
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // #ifndef 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_CAS_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
#define FFX_CAS_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
#define FFX_CAS_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
#if defined(CAS_BIND_CB_CAS)
cbuffer cbCAS : FFX_CAS_DECLARE_CB(CAS_BIND_CB_CAS)
{
FfxUInt32x4 const0;
FfxUInt32x4 const1;
#define FFX_CAS_CONSTANT_BUFFER_1_SIZE 8 // Number of 32-bit values. This must be kept in sync with the cbCAS size.
};
#else
#define const0 0
#define const1 0
#endif
#if defined(FFX_GPU)
#define FFX_CAS_ROOTSIG_STRINGIFY(p) FFX_CAS_ROOTSIG_STR(p)
#define FFX_CAS_ROOTSIG_STR(p) #p
#define FFX_CAS_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_CAS_ROOTSIG_STRINGIFY(FFX_CAS_RESOURCE_IDENTIFIER_COUNT) ")), " \
"DescriptorTable(SRV(t0, numDescriptors = " FFX_CAS_ROOTSIG_STRINGIFY(FFX_CAS_RESOURCE_IDENTIFIER_COUNT) ")), " \
"CBV(b0), " \
"StaticSampler(s0, 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_CAS_EMBED_ROOTSIG)
#define FFX_CAS_EMBED_ROOTSIG_CONTENT FFX_CAS_ROOTSIG
#else
#define FFX_CAS_EMBED_ROOTSIG_CONTENT
#endif // #if FFX_CAS_EMBED_ROOTSIG
#endif // #if defined(FFX_GPU)
FfxUInt32x4 Const0()
{
#if defined(CAS_BIND_CB_CAS)
return const0;
#else
return 0.f;
#endif
}
FfxUInt32x4 Const1()
{
#if defined(CAS_BIND_CB_CAS)
return const1;
#else
return 0.f;
#endif
}
SamplerState s_LinearClamp : register(s0);
// SRVs
#if defined(CAS_BIND_SRV_INPUT_COLOR)
Texture2D<FfxFloat32x4> r_input_color : FFX_CAS_DECLARE_SRV(CAS_BIND_SRV_INPUT_COLOR);
#endif
// UAV declarations
#if defined(CAS_BIND_UAV_OUTPUT_COLOR)
RWTexture2D<FfxFloat32x4> rw_output_color : FFX_CAS_DECLARE_UAV(CAS_BIND_UAV_OUTPUT_COLOR);
#endif
#if FFX_HALF
FfxFloat16x3 casLoadHalf(FFX_PARAMETER_IN FfxInt16x2 position)
{
#if defined(CAS_BIND_SRV_INPUT_COLOR)
return FfxFloat16x3(r_input_color.Load(FfxInt32x3(position, 0)).rgb);
#else
return 0.f;
#endif
}
// Transform input from the load into a linear color space between 0 and 1.
void casInputHalf(FFX_PARAMETER_INOUT FfxFloat16x2 red, FFX_PARAMETER_INOUT FfxFloat16x2 green, FFX_PARAMETER_INOUT FfxFloat16x2 blue)
{
#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
red *= red;
green *= green;
blue *= blue;
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
red = ffxLinearFromGammaHalf(red, FfxFloat16(2.2f));
green = ffxLinearFromGammaHalf(green, FfxFloat16(2.2f));
blue = ffxLinearFromGammaHalf(blue, FfxFloat16(2.2f));
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
red = ffxLinearFromSrgbHalf(red);
green = ffxLinearFromSrgbHalf(green);
blue = ffxLinearFromSrgbHalf(blue);
#endif
}
void casOutputHalf(FFX_PARAMETER_INOUT FfxFloat16x2 red, FFX_PARAMETER_INOUT FfxFloat16x2 green, FFX_PARAMETER_INOUT FfxFloat16x2 blue)
{
#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
red = ffxSqrt(red);
green = ffxSqrt(green);
blue = ffxSqrt(blue);
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
red = ffxGammaFromLinearHalf(red, FfxFloat16(1/2.2f));
green = ffxGammaFromLinearHalf(green, FfxFloat16(1/2.2f));
blue = ffxGammaFromLinearHalf(blue, FfxFloat16(1/2.2f));
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
red = ffxSrgbFromLinearHalf(red);
green = ffxSrgbFromLinearHalf(green);
blue = ffxSrgbFromLinearHalf(blue);
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
red = ffxSrgbFromLinearHalf(red);
green = ffxSrgbFromLinearHalf(green);
blue = ffxSrgbFromLinearHalf(blue);
#endif
}
#else
FfxFloat32x3 casLoad(FFX_PARAMETER_IN FfxInt32x2 position)
{
#if defined(CAS_BIND_SRV_INPUT_COLOR)
return r_input_color.Load(FfxInt32x3(position, 0)).rgb;
#else
return 0.f;
#endif
}
// Transform input from the load into a linear color space between 0 and 1.
void casInput(FFX_PARAMETER_INOUT FfxFloat32 red, FFX_PARAMETER_INOUT FfxFloat32 green, FFX_PARAMETER_INOUT FfxFloat32 blue)
{
#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
red *= red;
green *= green;
blue *= blue;
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
red = ffxLinearFromGamma(red, FfxFloat32(2.2f));
green = ffxLinearFromGamma(green, FfxFloat32(2.2f));
blue = ffxLinearFromGamma(blue, FfxFloat32(2.2f));
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
red = ffxLinearFromSrgb(red);
green = ffxLinearFromSrgb(green);
blue = ffxLinearFromSrgb(blue);
#endif
}
void casOutput(FFX_PARAMETER_INOUT FfxFloat32 red, FFX_PARAMETER_INOUT FfxFloat32 green, FFX_PARAMETER_INOUT FfxFloat32 blue)
{
#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
red = ffxSqrt(red);
green = ffxSqrt(green);
blue = ffxSqrt(blue);
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
red = ffxGammaFromLinear(red, FfxFloat32(1/2.2f));
green = ffxGammaFromLinear(green, FfxFloat32(1/2.2f));
blue = ffxGammaFromLinear(blue, FfxFloat32(1/2.2f));
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
red = ffxSrgbFromLinear(red);
green = ffxSrgbFromLinear(green);
blue = ffxSrgbFromLinear(blue);
#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
red = ffxSrgbFromLinear(red);
green = ffxSrgbFromLinear(green);
blue = ffxSrgbFromLinear(blue);
#endif
}
#endif // FFX_HALF
void casStoreOutput(FfxInt32x2 iPxPos, FfxFloat32x4 fColor)
{
#if defined(CAS_BIND_UAV_OUTPUT_COLOR)
rw_output_color[iPxPos] = fColor;
#endif
}
#endif // #if defined(FFX_GPU)

65
Shaders/shaders/cas/ffx_cas_callbacks_hlsl.h.meta

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41
Shaders/shaders/cas/ffx_cas_resources.h

@ -0,0 +1,41 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_CAS_RESOURCES_H
#define FFX_CAS_RESOURCES_H
#if defined(FFX_CPU) || defined(FFX_GPU)
#define FFX_CAS_RESOURCE_IDENTIFIER_NULL 0
#define FFX_CAS_RESOURCE_IDENTIFIER_INPUT_COLOR 1
#define FFX_CAS_RESOURCE_IDENTIFIER_OUTPUT_COLOR 2
#define FFX_CAS_RESOURCE_IDENTIFIER_COUNT 3
// CBV resource definitions
#define FFX_CAS_CONSTANTBUFFER_IDENTIFIER_CAS 0
#define FFX_CAS_CONSTANTBUFFER_IDENTIFIER_COUNT 1
#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
#endif // FFX_CAS_RESOURCES_H

65
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89
Shaders/shaders/cas/ffx_cas_sharpen.h

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_core.h"
#if FFX_HALF
#define FFX_CAS_PACKED_ONLY 1
#endif // FFX_HALF
#include "ffx_cas.h"
void Sharpen(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);
FfxBoolean sharpenOnly;
#if FFX_CAS_OPTION_SHARPEN_ONLY
sharpenOnly = true;
#else
sharpenOnly = false;
#endif // FFX_CAS_OPTION_SHARPEN_ONLY
#if FFX_HALF
// Filter.
FfxFloat16x4 c0, c1;
FfxFloat16x2 cR, cG, cB;
ffxCasFilterHalf(cR, cG, cB, gxy, Const0(), Const1(), sharpenOnly);
casOutputHalf(cR, cG, cB);
ffxCasDepackHalf(c0, c1, cR, cG, cB);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c0));
casStoreOutput(FfxInt32x2(gxy) + FfxInt32x2(8, 0), FfxFloat32x4(c1));
gxy.y += 8u;
ffxCasFilterHalf(cR, cG, cB, gxy, Const0(), Const1(), sharpenOnly);
casOutputHalf(cR, cG, cB);
ffxCasDepackHalf(c0, c1, cR, cG, cB);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c0));
casStoreOutput(FfxInt32x2(gxy) + FfxInt32x2(8, 0), FfxFloat32x4(c1));
#else
// Filter.
FfxFloat32x3 c;
ffxCasFilter(c.r, c.g, c.b, gxy, Const0(), Const1(), sharpenOnly);
casOutput(c.r, c.g, c.b);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c, 1));
gxy.x += 8u;
ffxCasFilter(c.r, c.g, c.b, gxy, Const0(), Const1(), sharpenOnly);
casOutput(c.r, c.g, c.b);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c, 1));
gxy.y += 8u;
ffxCasFilter(c.r, c.g, c.b, gxy, Const0(), Const1(), sharpenOnly);
casOutput(c.r, c.g, c.b);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c, 1));
gxy.x -= 8u;
ffxCasFilter(c.r, c.g, c.b, gxy, Const0(), Const1(), sharpenOnly);
casOutput(c.r, c.g, c.b);
casStoreOutput(FfxInt32x2(gxy), FfxFloat32x4(c, 1));
#endif // FFX_HALF
}

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54
Shaders/shaders/ffx_cas_sharpen_pass.hlsl

@ -0,0 +1,54 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
// CAS pass
// SRV 0 : CAS_InputColor : r_input_color
// UAV 0 : CAS_OutputColor : rw__output_color
// CB 0 : cbCAS
#define CAS_BIND_SRV_INPUT_COLOR 0
#define CAS_BIND_UAV_OUTPUT_COLOR 0
#define CAS_BIND_CB_CAS 0
#include "cas/ffx_cas_callbacks_hlsl.h"
#include "cas/ffx_cas_sharpen.h"
#ifndef FFX_CAS_THREAD_GROUP_WIDTH
#define FFX_CAS_THREAD_GROUP_WIDTH 64
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_CAS_THREAD_GROUP_HEIGHT
#define FFX_CAS_THREAD_GROUP_HEIGHT 1
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_CAS_THREAD_GROUP_DEPTH
#define FFX_CAS_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_CAS_NUM_THREADS
#define FFX_CAS_NUM_THREADS [numthreads(FFX_CAS_THREAD_GROUP_WIDTH, FFX_CAS_THREAD_GROUP_HEIGHT, FFX_CAS_THREAD_GROUP_DEPTH)]
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_PREFER_WAVE64
FFX_CAS_NUM_THREADS
FFX_CAS_EMBED_ROOTSIG_CONTENT
void CS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
{
Sharpen(LocalThreadId, WorkGroupId, Dtid);
}

7
Shaders/shaders/ffx_cas_sharpen_pass.hlsl.meta

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