// 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 r_input_color : FFX_CAS_DECLARE_SRV(CAS_BIND_SRV_INPUT_COLOR); #endif // UAV declarations #if defined(CAS_BIND_UAV_OUTPUT_COLOR) RWTexture2D 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)