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226 lines
8.2 KiB
226 lines
8.2 KiB
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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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
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// all 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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#include "ffx_cas_resources.h"
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#if defined(FFX_GPU)
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#ifdef __hlsl_dx_compiler
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#pragma dxc diagnostic push
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#pragma dxc diagnostic ignored "-Wambig-lit-shift"
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#endif //__hlsl_dx_compiler
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#include "../ffx_core.h"
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#ifdef __hlsl_dx_compiler
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#pragma dxc diagnostic pop
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#endif //__hlsl_dx_compiler
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#ifndef FFX_PREFER_WAVE64
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#define FFX_PREFER_WAVE64
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#endif // #ifndef FFX_PREFER_WAVE64
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#if defined(FFX_GPU)
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#pragma warning(disable: 3205) // conversion from larger type to smaller
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#endif // #if defined(FFX_GPU)
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#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
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#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
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#define DECLARE_CB_REGISTER(regIndex) b##regIndex
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#define FFX_CAS_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
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#define FFX_CAS_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
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#define FFX_CAS_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
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#if defined(CAS_BIND_CB_CAS)
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cbuffer cbCAS : FFX_CAS_DECLARE_CB(CAS_BIND_CB_CAS)
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{
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FfxUInt32x4 const0;
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FfxUInt32x4 const1;
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#define FFX_CAS_CONSTANT_BUFFER_1_SIZE 8 // Number of 32-bit values. This must be kept in sync with the cbCAS size.
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};
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#else
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#define const0 0
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#define const1 0
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#endif
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#if defined(FFX_GPU)
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#define FFX_CAS_ROOTSIG_STRINGIFY(p) FFX_CAS_ROOTSIG_STR(p)
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#define FFX_CAS_ROOTSIG_STR(p) #p
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#define FFX_CAS_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_CAS_ROOTSIG_STRINGIFY(FFX_CAS_RESOURCE_IDENTIFIER_COUNT) ")), " \
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"DescriptorTable(SRV(t0, numDescriptors = " FFX_CAS_ROOTSIG_STRINGIFY(FFX_CAS_RESOURCE_IDENTIFIER_COUNT) ")), " \
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"CBV(b0), " \
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"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
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"addressU = TEXTURE_ADDRESS_CLAMP, " \
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"addressV = TEXTURE_ADDRESS_CLAMP, " \
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"addressW = TEXTURE_ADDRESS_CLAMP, " \
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"comparisonFunc = COMPARISON_NEVER, " \
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"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
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#if defined(FFX_CAS_EMBED_ROOTSIG)
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#define FFX_CAS_EMBED_ROOTSIG_CONTENT FFX_CAS_ROOTSIG
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#else
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#define FFX_CAS_EMBED_ROOTSIG_CONTENT
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#endif // #if FFX_CAS_EMBED_ROOTSIG
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#endif // #if defined(FFX_GPU)
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FfxUInt32x4 Const0()
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{
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#if defined(CAS_BIND_CB_CAS)
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return const0;
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#else
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return 0.f;
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#endif
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}
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FfxUInt32x4 Const1()
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{
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#if defined(CAS_BIND_CB_CAS)
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return const1;
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#else
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return 0.f;
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#endif
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}
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SamplerState s_LinearClamp : register(s0);
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// SRVs
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#if defined(CAS_BIND_SRV_INPUT_COLOR)
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Texture2D<FfxFloat32x4> r_input_color : FFX_CAS_DECLARE_SRV(CAS_BIND_SRV_INPUT_COLOR);
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#endif
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// UAV declarations
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#if defined(CAS_BIND_UAV_OUTPUT_COLOR)
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RWTexture2D<FfxFloat32x4> rw_output_color : FFX_CAS_DECLARE_UAV(CAS_BIND_UAV_OUTPUT_COLOR);
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#endif
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#if FFX_HALF
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FfxFloat16x3 casLoadHalf(FFX_PARAMETER_IN FfxInt16x2 position)
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{
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#if defined(CAS_BIND_SRV_INPUT_COLOR)
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return FfxFloat16x3(r_input_color.Load(FfxInt32x3(position, 0)).rgb);
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#else
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return 0.f;
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#endif
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}
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// Transform input from the load into a linear color space between 0 and 1.
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void casInputHalf(FFX_PARAMETER_INOUT FfxFloat16x2 red, FFX_PARAMETER_INOUT FfxFloat16x2 green, FFX_PARAMETER_INOUT FfxFloat16x2 blue)
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{
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#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
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red *= red;
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green *= green;
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blue *= blue;
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
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red = ffxLinearFromGammaHalf(red, FfxFloat16(2.2f));
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green = ffxLinearFromGammaHalf(green, FfxFloat16(2.2f));
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blue = ffxLinearFromGammaHalf(blue, FfxFloat16(2.2f));
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
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red = ffxLinearFromSrgbHalf(red);
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green = ffxLinearFromSrgbHalf(green);
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blue = ffxLinearFromSrgbHalf(blue);
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#endif
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}
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void casOutputHalf(FFX_PARAMETER_INOUT FfxFloat16x2 red, FFX_PARAMETER_INOUT FfxFloat16x2 green, FFX_PARAMETER_INOUT FfxFloat16x2 blue)
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{
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#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
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red = ffxSqrt(red);
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green = ffxSqrt(green);
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blue = ffxSqrt(blue);
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
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red = ffxGammaFromLinearHalf(red, FfxFloat16(1/2.2f));
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green = ffxGammaFromLinearHalf(green, FfxFloat16(1/2.2f));
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blue = ffxGammaFromLinearHalf(blue, FfxFloat16(1/2.2f));
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
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red = ffxSrgbFromLinearHalf(red);
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green = ffxSrgbFromLinearHalf(green);
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blue = ffxSrgbFromLinearHalf(blue);
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
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red = ffxSrgbFromLinearHalf(red);
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green = ffxSrgbFromLinearHalf(green);
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blue = ffxSrgbFromLinearHalf(blue);
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#endif
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}
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#else
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FfxFloat32x3 casLoad(FFX_PARAMETER_IN FfxInt32x2 position)
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{
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#if defined(CAS_BIND_SRV_INPUT_COLOR)
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return r_input_color.Load(FfxInt32x3(position, 0)).rgb;
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#else
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return 0.f;
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#endif
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}
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// Transform input from the load into a linear color space between 0 and 1.
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void casInput(FFX_PARAMETER_INOUT FfxFloat32 red, FFX_PARAMETER_INOUT FfxFloat32 green, FFX_PARAMETER_INOUT FfxFloat32 blue)
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{
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#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
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red *= red;
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green *= green;
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blue *= blue;
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
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red = ffxLinearFromGamma(red, FfxFloat32(2.2f));
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green = ffxLinearFromGamma(green, FfxFloat32(2.2f));
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blue = ffxLinearFromGamma(blue, FfxFloat32(2.2f));
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
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red = ffxLinearFromSrgb(red);
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green = ffxLinearFromSrgb(green);
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blue = ffxLinearFromSrgb(blue);
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#endif
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}
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void casOutput(FFX_PARAMETER_INOUT FfxFloat32 red, FFX_PARAMETER_INOUT FfxFloat32 green, FFX_PARAMETER_INOUT FfxFloat32 blue)
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{
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#if FFX_CAS_COLOR_SPACE_CONVERSION == 1 // gamma 2.0
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red = ffxSqrt(red);
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green = ffxSqrt(green);
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blue = ffxSqrt(blue);
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 2 // gamma 2.2
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red = ffxGammaFromLinear(red, FfxFloat32(1/2.2f));
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green = ffxGammaFromLinear(green, FfxFloat32(1/2.2f));
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blue = ffxGammaFromLinear(blue, FfxFloat32(1/2.2f));
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 3 // sRGB output (auto-degamma'd on sampler read)
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red = ffxSrgbFromLinear(red);
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green = ffxSrgbFromLinear(green);
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blue = ffxSrgbFromLinear(blue);
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#elif FFX_CAS_COLOR_SPACE_CONVERSION == 4 // sRGB input/output
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red = ffxSrgbFromLinear(red);
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green = ffxSrgbFromLinear(green);
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blue = ffxSrgbFromLinear(blue);
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#endif
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}
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#endif // FFX_HALF
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void casStoreOutput(FfxInt32x2 iPxPos, FfxFloat32x4 fColor)
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{
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#if defined(CAS_BIND_UAV_OUTPUT_COLOR)
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rw_output_color[iPxPos] = fColor;
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#endif
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}
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#endif // #if defined(FFX_GPU)
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