// 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 // 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 #pragma warning(disable: 3556) // Integer divides might be much slower, try using uints if possible #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_FSR_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) static uint unity_StereoEyeIndex; #define SLICE_ARRAY_INDEX unity_StereoEyeIndex #else #define SLICE_ARRAY_INDEX 0 #endif // Declare and sample camera buffers as texture arrays #define UNITY_FSR_TEX2D(type) Texture2DArray #define UNITY_FSR_RWTEX2D(type) RWTexture2DArray #define UNITY_FSR_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX) #define UNITY_FSR_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX) #define UNITY_FSR_GETDIMS(tex, w, h) { FfxUInt32 uElements; (tex).GetDimensions((w), (h), uElements); } #endif #endif