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303 lines
9.4 KiB
303 lines
9.4 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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FFX_GROUPSHARED FfxUInt32 spdCounter;
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void SpdIncreaseAtomicCounter(FfxUInt32 slice)
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{
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SPD_IncreaseAtomicCounter(spdCounter);
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}
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FfxUInt32 SpdGetAtomicCounter()
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{
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return spdCounter;
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}
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void SpdResetAtomicCounter(FfxUInt32 slice)
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{
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SPD_ResetAtomicCounter();
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}
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#ifndef SPD_PACKED_ONLY
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FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16];
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FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16];
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FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16];
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FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16];
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FFX_STATIC const FfxInt32 DIFFERENCE = 0;
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FFX_STATIC const FfxInt32 SIGN_SUM = 1;
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FFX_STATIC const FfxInt32 MIP0_INDICATOR = 2;
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FfxFloat32x2 Sort2(FfxFloat32x2 v)
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{
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return FfxFloat32x2(ffxMin(v.x, v.y), ffxMax(v.x, v.y));
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}
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struct SampleSet
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{
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FfxFloat32 fSamples[SHADING_CHANGE_SET_SIZE];
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};
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#define CompareSwap(i, j) \
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{ \
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FfxFloat32 fTmp = ffxMin(fSet.fSamples[i], fSet.fSamples[j]);\
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fSet.fSamples[j] = ffxMax(fSet.fSamples[i], fSet.fSamples[j]);\
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fSet.fSamples[i] = fTmp;\
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}
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#if SHADING_CHANGE_SET_SIZE == 5
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FFX_STATIC const FfxInt32x2 iSampleOffsets[5] = {FfxInt32x2(+0, +0), FfxInt32x2(-1, +0), FfxInt32x2(+1, +0), FfxInt32x2(+0, -1), FfxInt32x2(+0, +1)};
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void SortSet(FFX_PARAMETER_INOUT SampleSet fSet)
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{
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CompareSwap(0, 3);
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CompareSwap(1, 4);
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CompareSwap(0, 2);
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CompareSwap(1, 3);
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CompareSwap(0, 1);
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CompareSwap(2, 4);
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CompareSwap(1, 2);
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CompareSwap(3, 4);
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CompareSwap(2, 3);
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}
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#endif
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FfxFloat32 ComputeMinimumDifference(FfxInt32x2 iPxPos, SampleSet fSet0, SampleSet fSet1)
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{
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FfxFloat32 fMinDiff = FSR3UPSCALER_FP16_MAX - 1;
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FfxInt32 a = 0;
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FfxInt32 b = 0;
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SortSet(fSet0);
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SortSet(fSet1);
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const FfxFloat32 fMax = ffxMin(fSet0.fSamples[SHADING_CHANGE_SET_SIZE-1], fSet1.fSamples[SHADING_CHANGE_SET_SIZE-1]);
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if (fMax > FSR3UPSCALER_FP32_MIN) {
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FFX_UNROLL
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for (FfxInt32 i = 0; i < SHADING_CHANGE_SET_SIZE && (fMinDiff < FSR3UPSCALER_FP16_MAX); i++) {
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FfxFloat32 fDiff = fSet0.fSamples[a] - fSet1.fSamples[b];
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if (abs(fDiff) > FSR3UPSCALER_FP16_MIN) {
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fDiff = sign(fDiff) * (1.0f - MinDividedByMax(fSet0.fSamples[a], fSet1.fSamples[b]));
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fMinDiff = (abs(fDiff) < abs(fMinDiff)) ? fDiff : fMinDiff;
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a += FfxInt32(fSet0.fSamples[a] < fSet1.fSamples[b]);
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b += FfxInt32(fSet0.fSamples[a] >= fSet1.fSamples[b]);
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}
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else
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{
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fMinDiff = FSR3UPSCALER_FP16_MAX;
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}
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}
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}
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return fMinDiff * FfxFloat32(fMinDiff < (FSR3UPSCALER_FP16_MAX - 1));
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}
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SampleSet GetCurrentLumaBilinearSamples(FfxFloat32x2 fUv)
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{
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const FfxFloat32x2 fUvJittered = fUv + Jitter() / RenderSize();
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const FfxInt32x2 iBasePos = FfxInt32x2(floor(fUvJittered * RenderSize()));
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SampleSet fSet;
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FFX_UNROLL
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) {
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const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], RenderSize());
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fSet.fSamples[iSampleIndex] = LoadCurrentLuma(iSamplePos) * Exposure();
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fSet.fSamples[iSampleIndex] = ffxPow(fSet.fSamples[iSampleIndex], fShadingChangeSamplePow);
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fSet.fSamples[iSampleIndex] = ffxMax(fSet.fSamples[iSampleIndex], FSR3UPSCALER_EPSILON);
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}
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return fSet;
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}
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struct PreviousLumaBilinearSamplesData
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{
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SampleSet fSet;
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FfxBoolean bIsExistingSample;
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};
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PreviousLumaBilinearSamplesData GetPreviousLumaBilinearSamples(FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector)
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{
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PreviousLumaBilinearSamplesData data = (PreviousLumaBilinearSamplesData)0;
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const FfxFloat32x2 fUvJittered = fUv + PreviousFrameJitter() / PreviousFrameRenderSize();
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const FfxFloat32x2 fReprojectedUv = fUvJittered + fMotionVector;
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data.bIsExistingSample = IsUvInside(fReprojectedUv);
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if (data.bIsExistingSample) {
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const FfxInt32x2 iBasePos = FfxInt32x2(floor(fReprojectedUv * PreviousFrameRenderSize()));
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FFX_UNROLL
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) {
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const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], PreviousFrameRenderSize());
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data.fSet.fSamples[iSampleIndex] = LoadPreviousLuma(iSamplePos) * DeltaPreExposure() * Exposure();
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data.fSet.fSamples[iSampleIndex] = ffxPow(data.fSet.fSamples[iSampleIndex], fShadingChangeSamplePow);
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data.fSet.fSamples[iSampleIndex] = ffxMax(data.fSet.fSamples[iSampleIndex], FSR3UPSCALER_EPSILON);
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}
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}
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return data;
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}
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FfxFloat32 ComputeDiff(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector)
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{
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FfxFloat32 fMinDiff = 0.0f;
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const SampleSet fCurrentSamples = GetCurrentLumaBilinearSamples(fUv);
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const PreviousLumaBilinearSamplesData previousData = GetPreviousLumaBilinearSamples(fUv, fMotionVector);
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if (previousData.bIsExistingSample) {
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fMinDiff = ComputeMinimumDifference(iPxPos, fCurrentSamples, previousData.fSet);
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}
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return fMinDiff;
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}
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FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 iPxPos, FfxUInt32 slice)
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{
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const FfxInt32x2 iPxSamplePos = ClampLoad(FfxInt32x2(iPxPos), FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
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const FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(iPxSamplePos);
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const FfxFloat32x2 fUv = (iPxSamplePos + 0.5f) / RenderSize();
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const FfxFloat32 fScaledAndSignedLumaDiff = ComputeDiff(iPxSamplePos, fUv, fDilatedMotionVector);
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FfxFloat32x4 fOutput = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
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fOutput[DIFFERENCE] = fScaledAndSignedLumaDiff;
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fOutput[SIGN_SUM] = (fScaledAndSignedLumaDiff != 0.0f) ? sign(fScaledAndSignedLumaDiff) : 0.0f;
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fOutput[MIP0_INDICATOR] = 1.0f;
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return fOutput;
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}
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FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice)
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{
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#ifdef SHADER_API_GLCORE
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return FfxFloat32x4(RWLoadPyramid(tex, 4), 0, 0);
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#else
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return FfxFloat32x4(RWLoadPyramid(tex, 5), 0, 0);
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#endif
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}
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FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
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{
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return (v0 + v1 + v2 + v3) * 0.25f;
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}
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void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice)
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{
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if (index >= iShadingChangeMipStart)
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{
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StorePyramid(pix, outValue.xy, index);
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}
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}
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FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
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{
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return FfxFloat32x4(
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spdIntermediateR[x][y],
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spdIntermediateG[x][y],
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spdIntermediateB[x][y],
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spdIntermediateA[x][y]);
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}
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void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
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{
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spdIntermediateR[x][y] = value.x;
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spdIntermediateG[x][y] = value.y;
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spdIntermediateB[x][y] = value.z;
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spdIntermediateA[x][y] = value.w;
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}
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#endif
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// define fetch and store functions Packed
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#if FFX_HALF
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FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16];
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FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16];
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FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice)
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{
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return FfxFloat16x4(0, 0, 0, 0);
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}
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FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice)
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{
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return FfxFloat16x4(0, 0, 0, 0);
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}
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void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice)
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{
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}
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FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y)
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{
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return FfxFloat16x4(
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spdIntermediateRG[x][y].x,
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spdIntermediateRG[x][y].y,
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spdIntermediateBA[x][y].x,
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spdIntermediateBA[x][y].y);
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}
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void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value)
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{
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spdIntermediateRG[x][y] = value.xy;
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spdIntermediateBA[x][y] = value.zw;
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}
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FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3)
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{
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return (v0 + v1 + v2 + v3) * FfxFloat16(0.25);
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}
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#endif
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#include "../spd/ffx_spd.h"
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void ComputeShadingChangePyramid(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
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{
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#if FFX_HALF
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SpdDownsampleH(
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FfxUInt32x2(WorkGroupId.xy),
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FfxUInt32(LocalThreadIndex),
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FfxUInt32(MipCount()),
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FfxUInt32(NumWorkGroups()),
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FfxUInt32(WorkGroupId.z),
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FfxUInt32x2(WorkGroupOffset()));
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#else
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SpdDownsample(
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FfxUInt32x2(WorkGroupId.xy),
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FfxUInt32(LocalThreadIndex),
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FfxUInt32(MipCount()),
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FfxUInt32(NumWorkGroups()),
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FfxUInt32(WorkGroupId.z),
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FfxUInt32x2(WorkGroupOffset()));
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#endif
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}
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