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8Assets/Resources/FSR2.meta
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41Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta
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32Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute.meta
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42Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute.meta
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32Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute.meta
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30Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta
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29Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute.meta
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33Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute.meta
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32Assets/Resources/FSR2/ffx_fsr2_tcr_autogen_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_tcr_autogen_pass.compute.meta
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81Assets/Resources/FSR2/ffx_fsr2_unity_common.cginc
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27Assets/Resources/FSR2/ffx_fsr2_unity_common.cginc.meta
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8Assets/Resources/FSR2/shaders.meta
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525Assets/Resources/FSR2/shaders/ffx_common_types.h
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60Assets/Resources/FSR2/shaders/ffx_common_types.h.meta
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52Assets/Resources/FSR2/shaders/ffx_core.h
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60Assets/Resources/FSR2/shaders/ffx_core.h.meta
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332Assets/Resources/FSR2/shaders/ffx_core_cpu.h
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60Assets/Resources/FSR2/shaders/ffx_core_cpu.h.meta
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2784Assets/Resources/FSR2/shaders/ffx_core_gpu_common.h
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60Assets/Resources/FSR2/shaders/ffx_core_gpu_common.h.meta
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2978Assets/Resources/FSR2/shaders/ffx_core_gpu_common_half.h
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60Assets/Resources/FSR2/shaders/ffx_core_gpu_common_half.h.meta
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1502Assets/Resources/FSR2/shaders/ffx_core_hlsl.h
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60Assets/Resources/FSR2/shaders/ffx_core_hlsl.h.meta
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50Assets/Resources/FSR2/shaders/ffx_core_portability.h
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60Assets/Resources/FSR2/shaders/ffx_core_portability.h.meta
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1250Assets/Resources/FSR2/shaders/ffx_fsr1.h
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60Assets/Resources/FSR2/shaders/ffx_fsr1.h.meta
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295Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate.h.meta
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78Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate_pass.hlsl.meta
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85Assets/Resources/FSR2/shaders/ffx_fsr2_autogen_reactive_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_autogen_reactive_pass.hlsl.meta
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817Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_hlsl.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_hlsl.h.meta
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565Assets/Resources/FSR2/shaders/ffx_fsr2_common.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_common.h.meta
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189Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid.h.meta
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131Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl.meta
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258Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip.h.meta
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66Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip_pass.hlsl.meta
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115Assets/Resources/FSR2/shaders/ffx_fsr2_lock.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_lock.h.meta
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53Assets/Resources/FSR2/shaders/ffx_fsr2_lock_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_lock_pass.hlsl.meta
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106Assets/Resources/FSR2/shaders/ffx_fsr2_postprocess_lock_status.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_postprocess_lock_status.h.meta
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67Assets/Resources/FSR2/shaders/ffx_fsr2_rcas.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_rcas.h.meta
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75Assets/Resources/FSR2/shaders/ffx_fsr2_rcas_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_rcas_pass.hlsl.meta
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145Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h.meta
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63Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl.meta
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136Assets/Resources/FSR2/shaders/ffx_fsr2_reproject.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_reproject.h.meta
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105Assets/Resources/FSR2/shaders/ffx_fsr2_resources.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_resources.h.meta
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605Assets/Resources/FSR2/shaders/ffx_fsr2_sample.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_sample.h.meta
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250Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen.h.meta
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114Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen_pass.hlsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen_pass.hlsl.meta
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194Assets/Resources/FSR2/shaders/ffx_fsr2_upsample.h
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60Assets/Resources/FSR2/shaders/ffx_fsr2_upsample.h.meta
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929Assets/Resources/FSR2/shaders/ffx_spd.h
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60Assets/Resources/FSR2/shaders/ffx_spd.h.meta
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folderAsset: yes |
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// Copyright (c) 2023 Nico de Poel |
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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 all |
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// 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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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#pragma multi_compile_local __ UNITY_FSR2_HDRP |
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#include "ffx_fsr2_unity_common.cginc" |
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// Ensure the correct value is defined for this keyword, as it is used to select one of multiple sampler functions |
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#ifdef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#undef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 1 |
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#endif |
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#include "shaders/ffx_fsr2_accumulate_pass.hlsl" |
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// Copyright (c) 2023 Nico de Poel |
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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 all |
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// 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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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ UNITY_FSR2_HDRP |
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#include "ffx_fsr2_unity_common.cginc" |
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#include "shaders/ffx_fsr2_autogen_reactive_pass.hlsl" |
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fileFormatVersion: 2 |
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guid: d18fb8811ca4753469c439784546104e |
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preprocessorOverride: 0 |
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// Copyright (c) 2023 Nico de Poel |
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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 |
|||
// copies of the Software, and to permit persons to whom the Software is |
|||
// 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 all |
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// 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, |
|||
// 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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|
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#pragma kernel CS |
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|
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//#pragma multi_compile_local __ FFX_HALF // causes a hard-coded error message from the shader include ¯\_(ツ)_/¯ |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ UNITY_FSR2_HDRP |
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#include "ffx_fsr2_unity_common.cginc" |
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// Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12 |
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// These pragmas are commented out by default as Unity will sometimes ignore the #if's and try to enable these features anyway. |
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// Uncomment the below lines if you intend to try wave operations on DX12 with the DXC compiler. |
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//#if defined(UNITY_COMPILER_DXC) && defined(SHADER_API_D3D12) |
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//#pragma require WaveBasic // Required for WaveGetLaneIndex |
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//#pragma require WaveBallot // Required for WaveReadLaneAt |
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//#else |
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#define SPD_NO_WAVE_OPERATIONS |
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//#endif |
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#include "shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl" |
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fileFormatVersion: 2 |
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// Copyright (c) 2023 Nico de Poel |
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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 |
|||
// 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 |
|||
// copies of the Software, and to permit persons to whom the Software is |
|||
// 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 all |
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// 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 |
|||
// 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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|
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#pragma kernel CS |
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|
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ UNITY_FSR2_HDRP |
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#include "ffx_fsr2_unity_common.cginc" |
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|
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#include "shaders/ffx_fsr2_depth_clip_pass.hlsl" |
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fileFormatVersion: 2 |
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// Copyright (c) 2023 Nico de Poel |
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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 |
|||
// 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: |
|||
// |
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// The above copyright notice and this permission notice shall be included in all |
|||
// copies or substantial portions of the Software. |
|||
// |
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// 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, |
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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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|
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#pragma kernel CS |
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|
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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|
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#include "ffx_fsr2_unity_common.cginc" |
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|
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#include "shaders/ffx_fsr2_lock_pass.hlsl" |
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fileFormatVersion: 2 |
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// Copyright (c) 2023 Nico de Poel |
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// |
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// 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: |
|||
// |
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// The above copyright notice and this permission notice shall be included in 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 |
|||
// 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, |
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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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|
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#pragma kernel CS |
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|
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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|
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#include "ffx_fsr2_unity_common.cginc" |
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|
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#include "shaders/ffx_fsr2_rcas_pass.hlsl" |
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fileFormatVersion: 2 |
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externalObjects: {} |
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preprocessorOverride: 0 |
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userData: |
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// Copyright (c) 2023 Nico de Poel |
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// |
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// 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: |
|||
// |
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// The above copyright notice and this permission notice shall be included in all |
|||
// copies or substantial portions of the Software. |
|||
// |
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// 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, |
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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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|
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#pragma kernel CS |
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|
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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|
|||
#pragma multi_compile_local __ UNITY_FSR2_HDRP |
|||
|
|||
#include "ffx_fsr2_unity_common.cginc" |
|||
|
|||
#include "shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl" |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 6ef1b4c25874e334dad5ba3ac6345e32 |
|||
ComputeShaderImporter: |
|||
externalObjects: {} |
|||
preprocessorOverride: 0 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,32 +0,0 @@ |
|||
// Copyright (c) 2023 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. |
|||
|
|||
#pragma kernel CS |
|||
|
|||
#pragma multi_compile_local __ FFX_HALF |
|||
#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
|||
#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
|||
#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
|
|||
#pragma multi_compile_local __ UNITY_FSR2_HDRP |
|||
|
|||
#include "ffx_fsr2_unity_common.cginc" |
|||
|
|||
#include "shaders/ffx_fsr2_tcr_autogen_pass.hlsl" |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: b478fba0a6a87b44b8be7c35deb5f0dc |
|||
ComputeShaderImporter: |
|||
externalObjects: {} |
|||
preprocessorOverride: 0 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,81 +0,0 @@ |
|||
// Copyright (c) 2023 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 |
|||
|
|||
#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_FSR2_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) |
|||
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex |
|||
#else |
|||
#define SLICE_ARRAY_INDEX 0 |
|||
#endif |
|||
|
|||
// Declare and sample camera buffers as texture arrays |
|||
#define UNITY_FSR2_TEX2D(type) Texture2DArray<type> |
|||
#define UNITY_FSR2_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX) |
|||
#define UNITY_FSR2_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX) |
|||
|
|||
#endif |
|||
#endif |
|||
@ -1,27 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: bb2d4d4671c448698877526c29f2fc99 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 1 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,8 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 4a24e63edc822264a871f58397325d51 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,525 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_COMMON_TYPES_H |
|||
#define FFX_COMMON_TYPES_H |
|||
|
|||
#if defined(FFX_CPU) |
|||
#define FFX_PARAMETER_IN |
|||
#define FFX_PARAMETER_OUT |
|||
#define FFX_PARAMETER_INOUT |
|||
#elif defined(FFX_HLSL) |
|||
#define FFX_PARAMETER_IN in |
|||
#define FFX_PARAMETER_OUT out |
|||
#define FFX_PARAMETER_INOUT inout |
|||
#elif defined(FFX_GLSL) |
|||
#define FFX_PARAMETER_IN in |
|||
#define FFX_PARAMETER_OUT out |
|||
#define FFX_PARAMETER_INOUT inout |
|||
#endif // #if defined(FFX_CPU) |
|||
|
|||
#if defined(FFX_CPU) |
|||
/// A typedef for a boolean value. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef bool FfxBoolean; |
|||
|
|||
/// A typedef for a unsigned 8bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint8_t FfxUInt8; |
|||
|
|||
/// A typedef for a unsigned 16bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint16_t FfxUInt16; |
|||
|
|||
/// A typedef for a unsigned 32bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint32_t FfxUInt32; |
|||
|
|||
/// A typedef for a unsigned 64bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint64_t FfxUInt64; |
|||
|
|||
/// A typedef for a signed 8bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef int8_t FfxInt8; |
|||
|
|||
/// A typedef for a signed 16bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef int16_t FfxInt16; |
|||
|
|||
/// A typedef for a signed 32bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef int32_t FfxInt32; |
|||
|
|||
/// A typedef for a signed 64bit integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef int64_t FfxInt64; |
|||
|
|||
/// A typedef for a floating point value. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef float FfxFloat32; |
|||
|
|||
/// A typedef for a 2-dimensional floating point value. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef float FfxFloat32x2[2]; |
|||
|
|||
/// A typedef for a 3-dimensional floating point value. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef float FfxFloat32x3[3]; |
|||
|
|||
/// A typedef for a 4-dimensional floating point value. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef float FfxFloat32x4[4]; |
|||
|
|||
/// A typedef for a 2-dimensional 32bit unsigned integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint32_t FfxUInt32x2[2]; |
|||
|
|||
/// A typedef for a 3-dimensional 32bit unsigned integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint32_t FfxUInt32x3[3]; |
|||
|
|||
/// A typedef for a 4-dimensional 32bit unsigned integer. |
|||
/// |
|||
/// @ingroup CPU |
|||
typedef uint32_t FfxUInt32x4[4]; |
|||
#endif // #if defined(FFX_CPU) |
|||
|
|||
#if defined(FFX_HLSL) |
|||
/// A typedef for a boolean value. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef bool FfxBoolean; |
|||
|
|||
#if FFX_HLSL_6_2 |
|||
typedef float32_t FfxFloat32; |
|||
typedef float32_t2 FfxFloat32x2; |
|||
typedef float32_t3 FfxFloat32x3; |
|||
typedef float32_t4 FfxFloat32x4; |
|||
|
|||
/// A typedef for a unsigned 32bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef uint32_t FfxUInt32; |
|||
typedef uint32_t2 FfxUInt32x2; |
|||
typedef uint32_t3 FfxUInt32x3; |
|||
typedef uint32_t4 FfxUInt32x4; |
|||
typedef int32_t FfxInt32; |
|||
typedef int32_t2 FfxInt32x2; |
|||
typedef int32_t3 FfxInt32x3; |
|||
typedef int32_t4 FfxInt32x4; |
|||
#else |
|||
#define FfxFloat32 float |
|||
#define FfxFloat32x2 float2 |
|||
#define FfxFloat32x3 float3 |
|||
#define FfxFloat32x4 float4 |
|||
|
|||
/// A typedef for a unsigned 32bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef uint FfxUInt32; |
|||
typedef uint2 FfxUInt32x2; |
|||
typedef uint3 FfxUInt32x3; |
|||
typedef uint4 FfxUInt32x4; |
|||
typedef int FfxInt32; |
|||
typedef int2 FfxInt32x2; |
|||
typedef int3 FfxInt32x3; |
|||
typedef int4 FfxInt32x4; |
|||
#endif // #if defined(FFX_HLSL_6_2) |
|||
|
|||
#if FFX_HALF |
|||
#if FFX_HLSL_6_2 |
|||
typedef float16_t FfxFloat16; |
|||
typedef float16_t2 FfxFloat16x2; |
|||
typedef float16_t3 FfxFloat16x3; |
|||
typedef float16_t4 FfxFloat16x4; |
|||
|
|||
/// A typedef for an unsigned 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef uint16_t FfxUInt16; |
|||
typedef uint16_t2 FfxUInt16x2; |
|||
typedef uint16_t3 FfxUInt16x3; |
|||
typedef uint16_t4 FfxUInt16x4; |
|||
|
|||
/// A typedef for a signed 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef int16_t FfxInt16; |
|||
typedef int16_t2 FfxInt16x2; |
|||
typedef int16_t3 FfxInt16x3; |
|||
typedef int16_t4 FfxInt16x4; |
|||
#elif SHADER_API_PSSL |
|||
#pragma argument(realtypes) // Enable true 16-bit types |
|||
|
|||
typedef half FfxFloat16; |
|||
typedef half2 FfxFloat16x2; |
|||
typedef half3 FfxFloat16x3; |
|||
typedef half4 FfxFloat16x4; |
|||
|
|||
/// A typedef for an unsigned 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef ushort FfxUInt16; |
|||
typedef ushort2 FfxUInt16x2; |
|||
typedef ushort3 FfxUInt16x3; |
|||
typedef ushort4 FfxUInt16x4; |
|||
|
|||
/// A typedef for a signed 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef short FfxInt16; |
|||
typedef short2 FfxInt16x2; |
|||
typedef short3 FfxInt16x3; |
|||
typedef short4 FfxInt16x4; |
|||
#else |
|||
typedef min16float FfxFloat16; |
|||
typedef min16float2 FfxFloat16x2; |
|||
typedef min16float3 FfxFloat16x3; |
|||
typedef min16float4 FfxFloat16x4; |
|||
|
|||
/// A typedef for an unsigned 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef min16uint FfxUInt16; |
|||
typedef min16uint2 FfxUInt16x2; |
|||
typedef min16uint3 FfxUInt16x3; |
|||
typedef min16uint4 FfxUInt16x4; |
|||
|
|||
/// A typedef for a signed 16bit integer. |
|||
/// |
|||
/// @ingroup GPU |
|||
typedef min16int FfxInt16; |
|||
typedef min16int2 FfxInt16x2; |
|||
typedef min16int3 FfxInt16x3; |
|||
typedef min16int4 FfxInt16x4; |
|||
#endif // FFX_HLSL_6_2 |
|||
#endif // FFX_HALF |
|||
#endif // #if defined(FFX_HLSL) |
|||
|
|||
#if defined(FFX_GLSL) |
|||
/// A typedef for a boolean value. |
|||
/// |
|||
/// @ingroup GPU |
|||
#define FfxBoolean bool |
|||
#define FfxFloat32 float |
|||
#define FfxFloat32x2 vec2 |
|||
#define FfxFloat32x3 vec3 |
|||
#define FfxFloat32x4 vec4 |
|||
#define FfxUInt32 uint |
|||
#define FfxUInt32x2 uvec2 |
|||
#define FfxUInt32x3 uvec3 |
|||
#define FfxUInt32x4 uvec4 |
|||
#define FfxInt32 int |
|||
#define FfxInt32x2 ivec2 |
|||
#define FfxInt32x3 ivec3 |
|||
#define FfxInt32x4 ivec4 |
|||
#if FFX_HALF |
|||
#define FfxFloat16 float16_t |
|||
#define FfxFloat16x2 f16vec2 |
|||
#define FfxFloat16x3 f16vec3 |
|||
#define FfxFloat16x4 f16vec4 |
|||
#define FfxUInt16 uint16_t |
|||
#define FfxUInt16x2 u16vec2 |
|||
#define FfxUInt16x3 u16vec3 |
|||
#define FfxUInt16x4 u16vec4 |
|||
#define FfxInt16 int16_t |
|||
#define FfxInt16x2 i16vec2 |
|||
#define FfxInt16x3 i16vec3 |
|||
#define FfxInt16x4 i16vec4 |
|||
#endif // FFX_HALF |
|||
#endif // #if defined(FFX_GLSL) |
|||
|
|||
// Global toggles: |
|||
// #define FFX_HALF (1) |
|||
// #define FFX_HLSL_6_2 (1) |
|||
|
|||
#if defined(FFX_HALF) && !defined(SHADER_API_PSSL) |
|||
|
|||
#if FFX_HLSL_6_2 |
|||
|
|||
#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType##16_t TypeName; |
|||
#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType##16_t, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType##16_t, ROW, COL> TypeName; |
|||
|
|||
#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType##16_t TypeName; |
|||
#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType##16_t, COL> TypeName; |
|||
#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType##16_t, ROW, COL> TypeName; |
|||
|
|||
#else //FFX_HLSL_6_2 |
|||
|
|||
#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef min16##BaseComponentType TypeName; |
|||
#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<min16##BaseComponentType, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<min16##BaseComponentType, ROW, COL> TypeName; |
|||
|
|||
#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) FFX_MIN16_SCALAR( TypeName, BaseComponentType ); |
|||
#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ); |
|||
#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ); |
|||
|
|||
#endif //FFX_HLSL_6_2 |
|||
|
|||
#else //FFX_HALF |
|||
|
|||
#define FFX_MIN16_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType TypeName; |
|||
#define FFX_MIN16_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType, COL> TypeName; |
|||
#define FFX_MIN16_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType, ROW, COL> TypeName; |
|||
|
|||
#define FFX_16BIT_SCALAR( TypeName, BaseComponentType ) typedef BaseComponentType TypeName; |
|||
#define FFX_16BIT_VECTOR( TypeName, BaseComponentType, COL ) typedef vector<BaseComponentType, COL> TypeName; |
|||
#define FFX_16BIT_MATRIX( TypeName, BaseComponentType, ROW, COL ) typedef matrix<BaseComponentType, ROW, COL> TypeName; |
|||
|
|||
#endif //FFX_HALF |
|||
|
|||
#if defined(FFX_GPU) |
|||
// Common typedefs: |
|||
#if defined(FFX_HLSL) && !defined(SHADER_API_PSSL) |
|||
FFX_MIN16_SCALAR( FFX_MIN16_F , float ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_F2, float, 2 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_F3, float, 3 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_F4, float, 4 ); |
|||
|
|||
FFX_MIN16_SCALAR( FFX_MIN16_I, int ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_I2, int, 2 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_I3, int, 3 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_I4, int, 4 ); |
|||
|
|||
FFX_MIN16_SCALAR( FFX_MIN16_U, uint ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_U2, uint, 2 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_U3, uint, 3 ); |
|||
FFX_MIN16_VECTOR( FFX_MIN16_U4, uint, 4 ); |
|||
|
|||
FFX_16BIT_SCALAR( FFX_F16_t , float ); |
|||
FFX_16BIT_VECTOR( FFX_F16_t2, float, 2 ); |
|||
FFX_16BIT_VECTOR( FFX_F16_t3, float, 3 ); |
|||
FFX_16BIT_VECTOR( FFX_F16_t4, float, 4 ); |
|||
|
|||
FFX_16BIT_SCALAR( FFX_I16_t, int ); |
|||
FFX_16BIT_VECTOR( FFX_I16_t2, int, 2 ); |
|||
FFX_16BIT_VECTOR( FFX_I16_t3, int, 3 ); |
|||
FFX_16BIT_VECTOR( FFX_I16_t4, int, 4 ); |
|||
|
|||
FFX_16BIT_SCALAR( FFX_U16_t, uint ); |
|||
FFX_16BIT_VECTOR( FFX_U16_t2, uint, 2 ); |
|||
FFX_16BIT_VECTOR( FFX_U16_t3, uint, 3 ); |
|||
FFX_16BIT_VECTOR( FFX_U16_t4, uint, 4 ); |
|||
|
|||
#define TYPEDEF_MIN16_TYPES(Prefix) \ |
|||
typedef FFX_MIN16_F Prefix##_F; \ |
|||
typedef FFX_MIN16_F2 Prefix##_F2; \ |
|||
typedef FFX_MIN16_F3 Prefix##_F3; \ |
|||
typedef FFX_MIN16_F4 Prefix##_F4; \ |
|||
typedef FFX_MIN16_I Prefix##_I; \ |
|||
typedef FFX_MIN16_I2 Prefix##_I2; \ |
|||
typedef FFX_MIN16_I3 Prefix##_I3; \ |
|||
typedef FFX_MIN16_I4 Prefix##_I4; \ |
|||
typedef FFX_MIN16_U Prefix##_U; \ |
|||
typedef FFX_MIN16_U2 Prefix##_U2; \ |
|||
typedef FFX_MIN16_U3 Prefix##_U3; \ |
|||
typedef FFX_MIN16_U4 Prefix##_U4; |
|||
|
|||
#define TYPEDEF_16BIT_TYPES(Prefix) \ |
|||
typedef FFX_16BIT_F Prefix##_F; \ |
|||
typedef FFX_16BIT_F2 Prefix##_F2; \ |
|||
typedef FFX_16BIT_F3 Prefix##_F3; \ |
|||
typedef FFX_16BIT_F4 Prefix##_F4; \ |
|||
typedef FFX_16BIT_I Prefix##_I; \ |
|||
typedef FFX_16BIT_I2 Prefix##_I2; \ |
|||
typedef FFX_16BIT_I3 Prefix##_I3; \ |
|||
typedef FFX_16BIT_I4 Prefix##_I4; \ |
|||
typedef FFX_16BIT_U Prefix##_U; \ |
|||
typedef FFX_16BIT_U2 Prefix##_U2; \ |
|||
typedef FFX_16BIT_U3 Prefix##_U3; \ |
|||
typedef FFX_16BIT_U4 Prefix##_U4; |
|||
|
|||
#define TYPEDEF_FULL_PRECISION_TYPES(Prefix) \ |
|||
typedef FfxFloat32 Prefix##_F; \ |
|||
typedef FfxFloat32x2 Prefix##_F2; \ |
|||
typedef FfxFloat32x3 Prefix##_F3; \ |
|||
typedef FfxFloat32x4 Prefix##_F4; \ |
|||
typedef FfxInt32 Prefix##_I; \ |
|||
typedef FfxInt32x2 Prefix##_I2; \ |
|||
typedef FfxInt32x3 Prefix##_I3; \ |
|||
typedef FfxInt32x4 Prefix##_I4; \ |
|||
typedef FfxUInt32 Prefix##_U; \ |
|||
typedef FfxUInt32x2 Prefix##_U2; \ |
|||
typedef FfxUInt32x3 Prefix##_U3; \ |
|||
typedef FfxUInt32x4 Prefix##_U4; |
|||
#endif // #if defined(FFX_HLSL) |
|||
|
|||
#if defined(SHADER_API_PSSL) |
|||
|
|||
#define unorm |
|||
#define globallycoherent |
|||
|
|||
#if FFX_HALF |
|||
|
|||
#define FFX_MIN16_F half |
|||
#define FFX_MIN16_F2 half2 |
|||
#define FFX_MIN16_F3 half3 |
|||
#define FFX_MIN16_F4 half4 |
|||
|
|||
#define FFX_MIN16_I short |
|||
#define FFX_MIN16_I2 short2 |
|||
#define FFX_MIN16_I3 short3 |
|||
#define FFX_MIN16_I4 short4 |
|||
|
|||
#define FFX_MIN16_U ushort |
|||
#define FFX_MIN16_U2 ushort2 |
|||
#define FFX_MIN16_U3 ushort3 |
|||
#define FFX_MIN16_U4 ushort4 |
|||
|
|||
#define FFX_16BIT_F half |
|||
#define FFX_16BIT_F2 half2 |
|||
#define FFX_16BIT_F3 half3 |
|||
#define FFX_16BIT_F4 half4 |
|||
|
|||
#define FFX_16BIT_I short |
|||
#define FFX_16BIT_I2 short2 |
|||
#define FFX_16BIT_I3 short3 |
|||
#define FFX_16BIT_I4 short4 |
|||
|
|||
#define FFX_16BIT_U ushort |
|||
#define FFX_16BIT_U2 ushort2 |
|||
#define FFX_16BIT_U3 ushort3 |
|||
#define FFX_16BIT_U4 ushort4 |
|||
|
|||
#else // FFX_HALF |
|||
|
|||
#define FFX_MIN16_F float |
|||
#define FFX_MIN16_F2 float2 |
|||
#define FFX_MIN16_F3 float3 |
|||
#define FFX_MIN16_F4 float4 |
|||
|
|||
#define FFX_MIN16_I int |
|||
#define FFX_MIN16_I2 int2 |
|||
#define FFX_MIN16_I3 int3 |
|||
#define FFX_MIN16_I4 int4 |
|||
|
|||
#define FFX_MIN16_U uint |
|||
#define FFX_MIN16_U2 uint2 |
|||
#define FFX_MIN16_U3 uint3 |
|||
#define FFX_MIN16_U4 uint4 |
|||
|
|||
#define FFX_16BIT_F float |
|||
#define FFX_16BIT_F2 float2 |
|||
#define FFX_16BIT_F3 float3 |
|||
#define FFX_16BIT_F4 float4 |
|||
|
|||
#define FFX_16BIT_I int |
|||
#define FFX_16BIT_I2 int2 |
|||
#define FFX_16BIT_I3 int3 |
|||
#define FFX_16BIT_I4 int4 |
|||
|
|||
#define FFX_16BIT_U uint |
|||
#define FFX_16BIT_U2 uint2 |
|||
#define FFX_16BIT_U3 uint3 |
|||
#define FFX_16BIT_U4 uint4 |
|||
|
|||
#endif // FFX_HALF |
|||
|
|||
#endif // #if defined(SHADER_API_PSSL) |
|||
|
|||
#if defined(FFX_GLSL) |
|||
|
|||
#if FFX_HALF |
|||
|
|||
#define FFX_MIN16_F float16_t |
|||
#define FFX_MIN16_F2 f16vec2 |
|||
#define FFX_MIN16_F3 f16vec3 |
|||
#define FFX_MIN16_F4 f16vec4 |
|||
|
|||
#define FFX_MIN16_I int16_t |
|||
#define FFX_MIN16_I2 i16vec2 |
|||
#define FFX_MIN16_I3 i16vec3 |
|||
#define FFX_MIN16_I4 i16vec4 |
|||
|
|||
#define FFX_MIN16_U uint16_t |
|||
#define FFX_MIN16_U2 u16vec2 |
|||
#define FFX_MIN16_U3 u16vec3 |
|||
#define FFX_MIN16_U4 u16vec4 |
|||
|
|||
#define FFX_16BIT_F float16_t |
|||
#define FFX_16BIT_F2 f16vec2 |
|||
#define FFX_16BIT_F3 f16vec3 |
|||
#define FFX_16BIT_F4 f16vec4 |
|||
|
|||
#define FFX_16BIT_I int16_t |
|||
#define FFX_16BIT_I2 i16vec2 |
|||
#define FFX_16BIT_I3 i16vec3 |
|||
#define FFX_16BIT_I4 i16vec4 |
|||
|
|||
#define FFX_16BIT_U uint16_t |
|||
#define FFX_16BIT_U2 u16vec2 |
|||
#define FFX_16BIT_U3 u16vec3 |
|||
#define FFX_16BIT_U4 u16vec4 |
|||
|
|||
#else // FFX_HALF |
|||
|
|||
#define FFX_MIN16_F float |
|||
#define FFX_MIN16_F2 vec2 |
|||
#define FFX_MIN16_F3 vec3 |
|||
#define FFX_MIN16_F4 vec4 |
|||
|
|||
#define FFX_MIN16_I int |
|||
#define FFX_MIN16_I2 ivec2 |
|||
#define FFX_MIN16_I3 ivec3 |
|||
#define FFX_MIN16_I4 ivec4 |
|||
|
|||
#define FFX_MIN16_U uint |
|||
#define FFX_MIN16_U2 uvec2 |
|||
#define FFX_MIN16_U3 uvec3 |
|||
#define FFX_MIN16_U4 uvec4 |
|||
|
|||
#define FFX_16BIT_F float |
|||
#define FFX_16BIT_F2 vec2 |
|||
#define FFX_16BIT_F3 vec3 |
|||
#define FFX_16BIT_F4 vec4 |
|||
|
|||
#define FFX_16BIT_I int |
|||
#define FFX_16BIT_I2 ivec2 |
|||
#define FFX_16BIT_I3 ivec3 |
|||
#define FFX_16BIT_I4 ivec4 |
|||
|
|||
#define FFX_16BIT_U uint |
|||
#define FFX_16BIT_U2 uvec2 |
|||
#define FFX_16BIT_U3 uvec3 |
|||
#define FFX_16BIT_U4 uvec4 |
|||
|
|||
#endif // FFX_HALF |
|||
|
|||
#endif // #if defined(FFX_GLSL) |
|||
|
|||
#endif // #if defined(FFX_GPU) |
|||
#endif // #ifndef FFX_COMMON_TYPES_H |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: c6da07d8aae05f04f87e4db20f84c73e |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
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defineConstraints: [] |
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isPreloaded: 0 |
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isOverridable: 0 |
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Exclude OSXUniversal: 1 |
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Exclude PS4: 1 |
|||
Exclude PS5: 1 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,52 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
/// @defgroup Core |
|||
/// @defgroup HLSL |
|||
/// @defgroup GLSL |
|||
/// @defgroup GPU |
|||
/// @defgroup CPU |
|||
/// @defgroup CAS |
|||
/// @defgroup FSR1 |
|||
|
|||
#if !defined(FFX_CORE_H) |
|||
#define FFX_CORE_H |
|||
|
|||
#include "ffx_common_types.h" |
|||
|
|||
#if defined(FFX_CPU) |
|||
#include "ffx_core_cpu.h" |
|||
#endif // #if defined(FFX_CPU) |
|||
|
|||
#if defined(FFX_GLSL) && defined(FFX_GPU) |
|||
#include "ffx_core_glsl.h" |
|||
#endif // #if defined(FFX_GLSL) && defined(FFX_GPU) |
|||
|
|||
#if defined(FFX_HLSL) && defined(FFX_GPU) |
|||
#include "ffx_core_hlsl.h" |
|||
#endif // #if defined(FFX_HLSL) && defined(FFX_GPU) |
|||
|
|||
#if defined(FFX_GPU) |
|||
#include "ffx_core_gpu_common.h" |
|||
#include "ffx_core_gpu_common_half.h" |
|||
#include "ffx_core_portability.h" |
|||
#endif // #if defined(FFX_GPU) |
|||
#endif // #if !defined(FFX_CORE_H) |
|||
@ -1,60 +0,0 @@ |
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fileFormatVersion: 2 |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
|||
defineConstraints: [] |
|||
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|||
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|||
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|||
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|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
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|||
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@ -1,332 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
/// A define for a true value in a boolean expression. |
|||
/// |
|||
/// @ingroup CPU |
|||
#define FFX_TRUE (1) |
|||
|
|||
/// A define for a false value in a boolean expression. |
|||
/// |
|||
/// @ingroup CPU |
|||
#define FFX_FALSE (0) |
|||
|
|||
#if !defined(FFX_STATIC) |
|||
/// A define to abstract declaration of static variables and functions. |
|||
/// |
|||
/// @ingroup CPU |
|||
#define FFX_STATIC static |
|||
#endif // #if !defined(FFX_STATIC) |
|||
|
|||
#ifdef __clang__ |
|||
#pragma clang diagnostic ignored "-Wunused-variable" |
|||
#endif |
|||
|
|||
/// Interpret the bit layout of an IEEE-754 floating point value as an unsigned integer. |
|||
/// |
|||
/// @param [in] x A 32bit floating value. |
|||
/// |
|||
/// @returns |
|||
/// An unsigned 32bit integer value containing the bit pattern of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxUInt32 ffxAsUInt32(FfxFloat32 x) |
|||
{ |
|||
union |
|||
{ |
|||
FfxFloat32 f; |
|||
FfxUInt32 u; |
|||
} bits; |
|||
|
|||
bits.f = x; |
|||
return bits.u; |
|||
} |
|||
|
|||
FFX_STATIC FfxFloat32 ffxDot2(FfxFloat32x2 a, FfxFloat32x2 b) |
|||
{ |
|||
return a[0] * b[0] + a[1] * b[1]; |
|||
} |
|||
|
|||
FFX_STATIC FfxFloat32 ffxDot3(FfxFloat32x3 a, FfxFloat32x3 b) |
|||
{ |
|||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; |
|||
} |
|||
|
|||
FFX_STATIC FfxFloat32 ffxDot4(FfxFloat32x4 a, FfxFloat32x4 b) |
|||
{ |
|||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; |
|||
} |
|||
|
|||
/// Compute the linear interopation between two values. |
|||
/// |
|||
/// Implemented by calling the GLSL <c><i>mix</i></c> instrinsic function. Implements the |
|||
/// following math: |
|||
/// |
|||
/// (1 - t) * x + t * y |
|||
/// |
|||
/// @param [in] x The first value to lerp between. |
|||
/// @param [in] y The second value to lerp between. |
|||
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>. |
|||
/// |
|||
/// @returns |
|||
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 ffxLerp(FfxFloat32 x, FfxFloat32 y, FfxFloat32 t) |
|||
{ |
|||
return y * t + (-x * t + x); |
|||
} |
|||
|
|||
/// Compute the reciprocal of a value. |
|||
/// |
|||
/// @param [in] x The value to compute the reciprocal for. |
|||
/// |
|||
/// @returns |
|||
/// The reciprocal value of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 ffxReciprocal(FfxFloat32 a) |
|||
{ |
|||
return 1.0f / a; |
|||
} |
|||
|
|||
/// Compute the square root of a value. |
|||
/// |
|||
/// @param [in] x The first value to compute the min of. |
|||
/// |
|||
/// @returns |
|||
/// The the square root of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 ffxSqrt(FfxFloat32 x) |
|||
{ |
|||
return sqrt(x); |
|||
} |
|||
|
|||
FFX_STATIC FfxUInt32 AShrSU1(FfxUInt32 a, FfxUInt32 b) |
|||
{ |
|||
return FfxUInt32(FfxInt32(a) >> FfxInt32(b)); |
|||
} |
|||
|
|||
/// Compute the factional part of a decimal value. |
|||
/// |
|||
/// This function calculates <c><i>x - floor(x)</i></c>. |
|||
/// |
|||
/// @param [in] x The value to compute the fractional part from. |
|||
/// |
|||
/// @returns |
|||
/// The fractional part of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 ffxFract(FfxFloat32 a) |
|||
{ |
|||
return a - floor(a); |
|||
} |
|||
|
|||
/// Compute the reciprocal square root of a value. |
|||
/// |
|||
/// @param [in] x The value to compute the reciprocal for. |
|||
/// |
|||
/// @returns |
|||
/// The reciprocal square root value of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 rsqrt(FfxFloat32 a) |
|||
{ |
|||
return ffxReciprocal(ffxSqrt(a)); |
|||
} |
|||
|
|||
FFX_STATIC FfxFloat32 ffxMin(FfxFloat32 x, FfxFloat32 y) |
|||
{ |
|||
return x < y ? x : y; |
|||
} |
|||
|
|||
FFX_STATIC FfxUInt32 ffxMin(FfxUInt32 x, FfxUInt32 y) |
|||
{ |
|||
return x < y ? x : y; |
|||
} |
|||
|
|||
FFX_STATIC FfxFloat32 ffxMax(FfxFloat32 x, FfxFloat32 y) |
|||
{ |
|||
return x > y ? x : y; |
|||
} |
|||
|
|||
FFX_STATIC FfxUInt32 ffxMax(FfxUInt32 x, FfxUInt32 y) |
|||
{ |
|||
return x > y ? x : y; |
|||
} |
|||
|
|||
/// Clamp a value to a [0..1] range. |
|||
/// |
|||
/// @param [in] x The value to clamp to [0..1] range. |
|||
/// |
|||
/// @returns |
|||
/// The clamped version of <c><i>x</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxFloat32 ffxSaturate(FfxFloat32 a) |
|||
{ |
|||
return ffxMin(1.0f, ffxMax(0.0f, a)); |
|||
} |
|||
|
|||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
|
|||
FFX_STATIC void opAAddOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b) |
|||
{ |
|||
d[0] = a[0] + b; |
|||
d[1] = a[1] + b; |
|||
d[2] = a[2] + b; |
|||
return; |
|||
} |
|||
|
|||
FFX_STATIC void opACpyF3(FfxFloat32x3 d, FfxFloat32x3 a) |
|||
{ |
|||
d[0] = a[0]; |
|||
d[1] = a[1]; |
|||
d[2] = a[2]; |
|||
return; |
|||
} |
|||
|
|||
FFX_STATIC void opAMulF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32x3 b) |
|||
{ |
|||
d[0] = a[0] * b[0]; |
|||
d[1] = a[1] * b[1]; |
|||
d[2] = a[2] * b[2]; |
|||
return; |
|||
} |
|||
|
|||
FFX_STATIC void opAMulOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b) |
|||
{ |
|||
d[0] = a[0] * b; |
|||
d[1] = a[1] * b; |
|||
d[2] = a[2] * b; |
|||
return; |
|||
} |
|||
|
|||
FFX_STATIC void opARcpF3(FfxFloat32x3 d, FfxFloat32x3 a) |
|||
{ |
|||
d[0] = ffxReciprocal(a[0]); |
|||
d[1] = ffxReciprocal(a[1]); |
|||
d[2] = ffxReciprocal(a[2]); |
|||
return; |
|||
} |
|||
|
|||
/// Convert FfxFloat32 to half (in lower 16-bits of output). |
|||
/// |
|||
/// This function implements the same fast technique that is documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf |
|||
/// |
|||
/// The function supports denormals. |
|||
/// |
|||
/// Some conversion rules are to make computations possibly "safer" on the GPU, |
|||
/// -INF & -NaN -> -65504 |
|||
/// +INF & +NaN -> +65504 |
|||
/// |
|||
/// @param [in] f The 32bit floating point value to convert. |
|||
/// |
|||
/// @returns |
|||
/// The closest 16bit floating point value to <c><i>f</i></c>. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxUInt32 f32tof16(FfxFloat32 f) |
|||
{ |
|||
static FfxUInt16 base[512] = { |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, |
|||
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0002, 0x0004, 0x0008, 0x0010, 0x0020, 0x0040, 0x0080, 0x0100, 0x0200, 0x0400, |
|||
0x0800, 0x0c00, 0x1000, 0x1400, 0x1800, 0x1c00, 0x2000, 0x2400, 0x2800, 0x2c00, 0x3000, 0x3400, 0x3800, 0x3c00, 0x4000, 0x4400, 0x4800, 0x4c00, 0x5000, |
|||
0x5400, 0x5800, 0x5c00, 0x6000, 0x6400, 0x6800, 0x6c00, 0x7000, 0x7400, 0x7800, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, |
|||
0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x7bff, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, |
|||
0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, |
|||
0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, |
|||
0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, |
|||
0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, |
|||
0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8001, 0x8002, |
|||
0x8004, 0x8008, 0x8010, 0x8020, 0x8040, 0x8080, 0x8100, 0x8200, 0x8400, 0x8800, 0x8c00, 0x9000, 0x9400, 0x9800, 0x9c00, 0xa000, 0xa400, 0xa800, 0xac00, |
|||
0xb000, 0xb400, 0xb800, 0xbc00, 0xc000, 0xc400, 0xc800, 0xcc00, 0xd000, 0xd400, 0xd800, 0xdc00, 0xe000, 0xe400, 0xe800, 0xec00, 0xf000, 0xf400, 0xf800, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, |
|||
0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff, 0xfbff |
|||
}; |
|||
|
|||
static FfxUInt8 shift[512] = { |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x17, 0x16, 0x15, 0x14, 0x13, 0x12, 0x11, 0x10, 0x0f, 0x0e, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, |
|||
0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x17, 0x16, 0x15, 0x14, 0x13, 0x12, 0x11, 0x10, 0x0f, 0x0e, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, |
|||
0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x0d, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, |
|||
0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18 |
|||
}; |
|||
|
|||
union |
|||
{ |
|||
FfxFloat32 f; |
|||
FfxUInt32 u; |
|||
} bits; |
|||
|
|||
bits.f = f; |
|||
FfxUInt32 u = bits.u; |
|||
FfxUInt32 i = u >> 23; |
|||
return (FfxUInt32)(base[i]) + ((u & 0x7fffff) >> shift[i]); |
|||
} |
|||
|
|||
/// Pack 2x32-bit floating point values in a single 32bit value. |
|||
/// |
|||
/// This function first converts each component of <c><i>value</i></c> into their nearest 16-bit floating |
|||
/// point representation, and then stores the X and Y components in the lower and upper 16 bits of the |
|||
/// 32bit unsigned integer respectively. |
|||
/// |
|||
/// @param [in] value A 2-dimensional floating point value to convert and pack. |
|||
/// |
|||
/// @returns |
|||
/// A packed 32bit value containing 2 16bit floating point values. |
|||
/// |
|||
/// @ingroup CPU |
|||
FFX_STATIC FfxUInt32 packHalf2x16(FfxFloat32x2 a) |
|||
{ |
|||
return f32tof16(a[0]) + (f32tof16(a[1]) << 16); |
|||
} |
|||
@ -1,60 +0,0 @@ |
|||
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Assets/Resources/FSR2/shaders/ffx_core_gpu_common.h
File diff suppressed because it is too large
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1502
Assets/Resources/FSR2/shaders/ffx_core_hlsl.h
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@ -1,50 +0,0 @@ |
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// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
FfxFloat32x3 opAAddOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b) |
|||
{ |
|||
d = a + ffxBroadcast3(b); |
|||
return d; |
|||
} |
|||
|
|||
FfxFloat32x3 opACpyF3(FfxFloat32x3 d, FfxFloat32x3 a) |
|||
{ |
|||
d = a; |
|||
return d; |
|||
} |
|||
|
|||
FfxFloat32x3 opAMulF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32x3 b) |
|||
{ |
|||
d = a * b; |
|||
return d; |
|||
} |
|||
|
|||
FfxFloat32x3 opAMulOneF3(FfxFloat32x3 d, FfxFloat32x3 a, FfxFloat32 b) |
|||
{ |
|||
d = a * ffxBroadcast3(b); |
|||
return d; |
|||
} |
|||
|
|||
FfxFloat32x3 opARcpF3(FfxFloat32x3 d, FfxFloat32x3 a) |
|||
{ |
|||
d = rcp(a); |
|||
return d; |
|||
} |
|||
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1250
Assets/Resources/FSR2/shaders/ffx_fsr1.h
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@ -1,295 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_ACCUMULATE_H |
|||
#define FFX_FSR2_ACCUMULATE_H |
|||
|
|||
FfxFloat32 GetPxHrVelocity(FfxFloat32x2 fMotionVector) |
|||
{ |
|||
return length(fMotionVector * DisplaySize()); |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F GetPxHrVelocity(FFX_MIN16_F2 fMotionVector) |
|||
{ |
|||
return length(fMotionVector * FFX_MIN16_F2(DisplaySize())); |
|||
} |
|||
#endif |
|||
|
|||
void Accumulate(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor, FfxFloat32x3 fAccumulation, FFX_PARAMETER_IN FfxFloat32x4 fUpsampledColorAndWeight) |
|||
{ |
|||
// Aviod invalid values when accumulation and upsampled weight is 0 |
|||
fAccumulation = ffxMax(FSR2_EPSILON.xxx, fAccumulation + fUpsampledColorAndWeight.www); |
|||
|
|||
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT |
|||
//YCoCg -> RGB -> Tonemap -> YCoCg (Use RGB tonemapper to avoid color desaturation) |
|||
fUpsampledColorAndWeight.xyz = RGBToYCoCg(Tonemap(YCoCgToRGB(fUpsampledColorAndWeight.xyz))); |
|||
fHistoryColor = RGBToYCoCg(Tonemap(YCoCgToRGB(fHistoryColor))); |
|||
#endif |
|||
|
|||
const FfxFloat32x3 fAlpha = fUpsampledColorAndWeight.www / fAccumulation; |
|||
fHistoryColor = ffxLerp(fHistoryColor, fUpsampledColorAndWeight.xyz, fAlpha); |
|||
|
|||
fHistoryColor = YCoCgToRGB(fHistoryColor); |
|||
|
|||
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT |
|||
fHistoryColor = InverseTonemap(fHistoryColor); |
|||
#endif |
|||
} |
|||
|
|||
void RectifyHistory( |
|||
const AccumulationPassCommonParams params, |
|||
RectificationBox clippingBox, |
|||
FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor, |
|||
FFX_PARAMETER_INOUT FfxFloat32x3 fAccumulation, |
|||
FfxFloat32 fLockContributionThisFrame, |
|||
FfxFloat32 fTemporalReactiveFactor, |
|||
FfxFloat32 fLumaInstabilityFactor) |
|||
{ |
|||
FfxFloat32 fScaleFactorInfluence = ffxMin(20.0f, ffxPow(FfxFloat32(1.0f / length(DownscaleFactor().x * DownscaleFactor().y)), 3.0f)); |
|||
|
|||
const FfxFloat32 fVecolityFactor = ffxSaturate(params.fHrVelocity / 20.0f); |
|||
const FfxFloat32 fBoxScaleT = ffxMax(params.fDepthClipFactor, ffxMax(params.fAccumulationMask, fVecolityFactor)); |
|||
FfxFloat32 fBoxScale = ffxLerp(fScaleFactorInfluence, 1.0f, fBoxScaleT); |
|||
|
|||
FfxFloat32x3 fScaledBoxVec = clippingBox.boxVec * fBoxScale; |
|||
FfxFloat32x3 boxMin = clippingBox.boxCenter - fScaledBoxVec; |
|||
FfxFloat32x3 boxMax = clippingBox.boxCenter + fScaledBoxVec; |
|||
FfxFloat32x3 boxCenter = clippingBox.boxCenter; |
|||
FfxFloat32 boxVecSize = length(clippingBox.boxVec); |
|||
|
|||
boxMin = ffxMax(clippingBox.aabbMin, boxMin); |
|||
boxMax = ffxMin(clippingBox.aabbMax, boxMax); |
|||
|
|||
if (any(FFX_GREATER_THAN(boxMin, fHistoryColor)) || any(FFX_GREATER_THAN(fHistoryColor, boxMax))) { |
|||
|
|||
const FfxFloat32x3 fClampedHistoryColor = clamp(fHistoryColor, boxMin, boxMax); |
|||
|
|||
FfxFloat32x3 fHistoryContribution = ffxMax(fLumaInstabilityFactor, fLockContributionThisFrame).xxx; |
|||
|
|||
const FfxFloat32 fReactiveFactor = params.fDilatedReactiveFactor; |
|||
const FfxFloat32 fReactiveContribution = 1.0f - ffxPow(fReactiveFactor, 1.0f / 2.0f); |
|||
fHistoryContribution *= fReactiveContribution; |
|||
|
|||
// Scale history color using rectification info, also using accumulation mask to avoid potential invalid color protection |
|||
fHistoryColor = ffxLerp(fClampedHistoryColor, fHistoryColor, ffxSaturate(fHistoryContribution)); |
|||
|
|||
// Scale accumulation using rectification info |
|||
const FfxFloat32x3 fAccumulationMin = ffxMin(fAccumulation, FFX_BROADCAST_FLOAT32X3(0.1f)); |
|||
fAccumulation = ffxLerp(fAccumulationMin, fAccumulation, ffxSaturate(fHistoryContribution)); |
|||
} |
|||
} |
|||
|
|||
void WriteUpscaledOutput(FfxInt32x2 iPxHrPos, FfxFloat32x3 fUpscaledColor) |
|||
{ |
|||
StoreUpscaledOutput(iPxHrPos, fUpscaledColor); |
|||
} |
|||
|
|||
void FinalizeLockStatus(const AccumulationPassCommonParams params, FfxFloat32x2 fLockStatus, FfxFloat32 fUpsampledWeight) |
|||
{ |
|||
// we expect similar motion for next frame |
|||
// kill lock if that location is outside screen, avoid locks to be clamped to screen borders |
|||
FfxFloat32x2 fEstimatedUvNextFrame = params.fHrUv - params.fMotionVector; |
|||
if (IsUvInside(fEstimatedUvNextFrame) == false) { |
|||
KillLock(fLockStatus); |
|||
} |
|||
else { |
|||
// Decrease lock lifetime |
|||
const FfxFloat32 fLifetimeDecreaseLanczosMax = FfxFloat32(JitterSequenceLength()) * FfxFloat32(fAverageLanczosWeightPerFrame); |
|||
const FfxFloat32 fLifetimeDecrease = FfxFloat32(fUpsampledWeight / fLifetimeDecreaseLanczosMax); |
|||
fLockStatus[LOCK_LIFETIME_REMAINING] = ffxMax(FfxFloat32(0), fLockStatus[LOCK_LIFETIME_REMAINING] - fLifetimeDecrease); |
|||
} |
|||
|
|||
StoreLockStatus(params.iPxHrPos, fLockStatus); |
|||
} |
|||
|
|||
|
|||
FfxFloat32x3 ComputeBaseAccumulationWeight(const AccumulationPassCommonParams params, FfxFloat32 fThisFrameReactiveFactor, FfxBoolean bInMotionLastFrame, FfxFloat32 fUpsampledWeight, LockState lockState) |
|||
{ |
|||
// Always assume max accumulation was reached |
|||
FfxFloat32 fBaseAccumulation = fMaxAccumulationLanczosWeight * FfxFloat32(params.bIsExistingSample) * (1.0f - fThisFrameReactiveFactor) * (1.0f - params.fDepthClipFactor); |
|||
|
|||
fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight * 10.0f, ffxMax(FfxFloat32(bInMotionLastFrame), ffxSaturate(params.fHrVelocity * FfxFloat32(10))))); |
|||
|
|||
fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight, ffxSaturate(params.fHrVelocity / FfxFloat32(20)))); |
|||
|
|||
return fBaseAccumulation.xxx; |
|||
} |
|||
|
|||
FfxFloat32 ComputeLumaInstabilityFactor(const AccumulationPassCommonParams params, RectificationBox clippingBox, FfxFloat32 fThisFrameReactiveFactor, FfxFloat32 fLuminanceDiff) |
|||
{ |
|||
const FfxFloat32 fUnormThreshold = 1.0f / 255.0f; |
|||
const FfxInt32 N_MINUS_1 = 0; |
|||
const FfxInt32 N_MINUS_2 = 1; |
|||
const FfxInt32 N_MINUS_3 = 2; |
|||
const FfxInt32 N_MINUS_4 = 3; |
|||
|
|||
FfxFloat32 fCurrentFrameLuma = clippingBox.boxCenter.x; |
|||
|
|||
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT |
|||
fCurrentFrameLuma = fCurrentFrameLuma / (1.0f + ffxMax(0.0f, fCurrentFrameLuma)); |
|||
#endif |
|||
|
|||
fCurrentFrameLuma = round(fCurrentFrameLuma * 255.0f) / 255.0f; |
|||
|
|||
const FfxBoolean bSampleLumaHistory = (ffxMax(ffxMax(params.fDepthClipFactor, params.fAccumulationMask), fLuminanceDiff) < 0.1f) && (params.bIsNewSample == false); |
|||
FfxFloat32x4 fCurrentFrameLumaHistory = bSampleLumaHistory ? SampleLumaHistory(params.fReprojectedHrUv) : FFX_BROADCAST_FLOAT32X4(0.0f); |
|||
|
|||
FfxFloat32 fLumaInstability = 0.0f; |
|||
FfxFloat32 fDiffs0 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[N_MINUS_1]); |
|||
|
|||
FfxFloat32 fMin = abs(fDiffs0); |
|||
|
|||
if (fMin >= fUnormThreshold) |
|||
{ |
|||
for (int i = N_MINUS_2; i <= N_MINUS_4; i++) { |
|||
FfxFloat32 fDiffs1 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[i]); |
|||
|
|||
if (sign(fDiffs0) == sign(fDiffs1)) { |
|||
|
|||
// Scale difference to protect historically similar values |
|||
const FfxFloat32 fMinBias = 1.0f; |
|||
fMin = ffxMin(fMin, abs(fDiffs1) * fMinBias); |
|||
} |
|||
} |
|||
|
|||
const FfxFloat32 fBoxSize = clippingBox.boxVec.x; |
|||
const FfxFloat32 fBoxSizeFactor = ffxPow(ffxSaturate(fBoxSize / 0.1f), 6.0f); |
|||
|
|||
fLumaInstability = FfxFloat32(fMin != abs(fDiffs0)) * fBoxSizeFactor; |
|||
fLumaInstability = FfxFloat32(fLumaInstability > fUnormThreshold); |
|||
|
|||
fLumaInstability *= 1.0f - ffxMax(params.fAccumulationMask, ffxPow(fThisFrameReactiveFactor, 1.0f / 6.0f)); |
|||
} |
|||
|
|||
//shift history |
|||
fCurrentFrameLumaHistory[N_MINUS_4] = fCurrentFrameLumaHistory[N_MINUS_3]; |
|||
fCurrentFrameLumaHistory[N_MINUS_3] = fCurrentFrameLumaHistory[N_MINUS_2]; |
|||
fCurrentFrameLumaHistory[N_MINUS_2] = fCurrentFrameLumaHistory[N_MINUS_1]; |
|||
fCurrentFrameLumaHistory[N_MINUS_1] = fCurrentFrameLuma; |
|||
|
|||
StoreLumaHistory(params.iPxHrPos, fCurrentFrameLumaHistory); |
|||
|
|||
return fLumaInstability * FfxFloat32(fCurrentFrameLumaHistory[N_MINUS_4] != 0); |
|||
} |
|||
|
|||
FfxFloat32 ComputeTemporalReactiveFactor(const AccumulationPassCommonParams params, FfxFloat32 fTemporalReactiveFactor) |
|||
{ |
|||
FfxFloat32 fNewFactor = ffxMin(0.99f, fTemporalReactiveFactor); |
|||
|
|||
fNewFactor = ffxMax(fNewFactor, ffxLerp(fNewFactor, 0.4f, ffxSaturate(params.fHrVelocity))); |
|||
|
|||
fNewFactor = ffxMax(fNewFactor * fNewFactor, ffxMax(params.fDepthClipFactor * 0.1f, params.fDilatedReactiveFactor)); |
|||
|
|||
// Force reactive factor for new samples |
|||
fNewFactor = params.bIsNewSample ? 1.0f : fNewFactor; |
|||
|
|||
if (ffxSaturate(params.fHrVelocity * 10.0f) >= 1.0f) { |
|||
fNewFactor = ffxMax(FSR2_EPSILON, fNewFactor) * -1.0f; |
|||
} |
|||
|
|||
return fNewFactor; |
|||
} |
|||
|
|||
AccumulationPassCommonParams InitParams(FfxInt32x2 iPxHrPos) |
|||
{ |
|||
AccumulationPassCommonParams params; |
|||
|
|||
params.iPxHrPos = iPxHrPos; |
|||
const FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / DisplaySize(); |
|||
params.fHrUv = fHrUv; |
|||
|
|||
const FfxFloat32x2 fLrUvJittered = fHrUv + Jitter() / RenderSize(); |
|||
params.fLrUv_HwSampler = ClampUv(fLrUvJittered, RenderSize(), MaxRenderSize()); |
|||
|
|||
params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv); |
|||
params.fHrVelocity = GetPxHrVelocity(params.fMotionVector); |
|||
|
|||
ComputeReprojectedUVs(params, params.fReprojectedHrUv, params.bIsExistingSample); |
|||
|
|||
params.fDepthClipFactor = ffxSaturate(SampleDepthClip(params.fLrUv_HwSampler)); |
|||
|
|||
const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(params.fLrUv_HwSampler); |
|||
params.fDilatedReactiveFactor = fDilatedReactiveMasks.x; |
|||
params.fAccumulationMask = fDilatedReactiveMasks.y; |
|||
params.bIsResetFrame = (0 == FrameIndex()); |
|||
|
|||
params.bIsNewSample = (params.bIsExistingSample == false || params.bIsResetFrame); |
|||
|
|||
return params; |
|||
} |
|||
|
|||
void Accumulate(FfxInt32x2 iPxHrPos) |
|||
{ |
|||
const AccumulationPassCommonParams params = InitParams(iPxHrPos); |
|||
|
|||
FfxFloat32x3 fHistoryColor = FfxFloat32x3(0, 0, 0); |
|||
FfxFloat32x2 fLockStatus; |
|||
InitializeNewLockSample(fLockStatus); |
|||
|
|||
FfxFloat32 fTemporalReactiveFactor = 0.0f; |
|||
FfxBoolean bInMotionLastFrame = FFX_FALSE; |
|||
LockState lockState = { FFX_FALSE , FFX_FALSE }; |
|||
if (params.bIsExistingSample && !params.bIsResetFrame) { |
|||
ReprojectHistoryColor(params, fHistoryColor, fTemporalReactiveFactor, bInMotionLastFrame); |
|||
lockState = ReprojectHistoryLockStatus(params, fLockStatus); |
|||
} |
|||
|
|||
FfxFloat32 fThisFrameReactiveFactor = ffxMax(params.fDilatedReactiveFactor, fTemporalReactiveFactor); |
|||
|
|||
FfxFloat32 fLuminanceDiff = 0.0f; |
|||
FfxFloat32 fLockContributionThisFrame = 0.0f; |
|||
UpdateLockStatus(params, fThisFrameReactiveFactor, lockState, fLockStatus, fLockContributionThisFrame, fLuminanceDiff); |
|||
|
|||
// Load upsampled input color |
|||
RectificationBox clippingBox; |
|||
FfxFloat32x4 fUpsampledColorAndWeight = ComputeUpsampledColorAndWeight(params, clippingBox, fThisFrameReactiveFactor); |
|||
|
|||
const FfxFloat32 fLumaInstabilityFactor = ComputeLumaInstabilityFactor(params, clippingBox, fThisFrameReactiveFactor, fLuminanceDiff); |
|||
|
|||
|
|||
FfxFloat32x3 fAccumulation = ComputeBaseAccumulationWeight(params, fThisFrameReactiveFactor, bInMotionLastFrame, fUpsampledColorAndWeight.w, lockState); |
|||
|
|||
if (params.bIsNewSample) { |
|||
fHistoryColor = YCoCgToRGB(fUpsampledColorAndWeight.xyz); |
|||
} |
|||
else { |
|||
RectifyHistory(params, clippingBox, fHistoryColor, fAccumulation, fLockContributionThisFrame, fThisFrameReactiveFactor, fLumaInstabilityFactor); |
|||
|
|||
Accumulate(params, fHistoryColor, fAccumulation, fUpsampledColorAndWeight); |
|||
} |
|||
|
|||
fHistoryColor = UnprepareRgb(fHistoryColor, Exposure()); |
|||
|
|||
FinalizeLockStatus(params, fLockStatus, fUpsampledColorAndWeight.w); |
|||
|
|||
// Get new temporal reactive factor |
|||
fTemporalReactiveFactor = ComputeTemporalReactiveFactor(params, fThisFrameReactiveFactor); |
|||
|
|||
StoreInternalColorAndWeight(iPxHrPos, FfxFloat32x4(fHistoryColor, fTemporalReactiveFactor)); |
|||
|
|||
// Output final color when RCAS is disabled |
|||
#if FFX_FSR2_OPTION_APPLY_SHARPENING == 0 |
|||
WriteUpscaledOutput(iPxHrPos, fHistoryColor); |
|||
#endif |
|||
StoreNewLocks(iPxHrPos, 0); |
|||
} |
|||
|
|||
#endif // FFX_FSR2_ACCUMULATE_H |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: a04cb2522aaff1045869a272ed129964 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
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|||
: Any |
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second: |
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enabled: 0 |
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settings: |
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Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
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enabled: 0 |
|||
settings: |
|||
CPU: None |
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- first: |
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Standalone: Win |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
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- first: |
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Standalone: Win64 |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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@ -1,78 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 0 |
|||
#define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1 |
|||
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
|||
#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2 |
|||
#else |
|||
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 |
|||
#endif |
|||
#define FSR2_BIND_SRV_INTERNAL_UPSCALED 3 |
|||
#define FSR2_BIND_SRV_LOCK_STATUS 4 |
|||
#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5 |
|||
#define FSR2_BIND_SRV_LANCZOS_LUT 6 |
|||
#define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 7 |
|||
#define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 8 |
|||
#define FSR2_BIND_SRV_AUTO_EXPOSURE 9 |
|||
#define FSR2_BIND_SRV_LUMA_HISTORY 10 |
|||
|
|||
#define FSR2_BIND_UAV_INTERNAL_UPSCALED 0 |
|||
#define FSR2_BIND_UAV_LOCK_STATUS 1 |
|||
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 2 |
|||
#define FSR2_BIND_UAV_NEW_LOCKS 3 |
|||
#define FSR2_BIND_UAV_LUMA_HISTORY 4 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
#include "ffx_fsr2_sample.h" |
|||
#include "ffx_fsr2_upsample.h" |
|||
#include "ffx_fsr2_postprocess_lock_status.h" |
|||
#include "ffx_fsr2_reproject.h" |
|||
#include "ffx_fsr2_accumulate.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_PREFER_WAVE64 |
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) |
|||
{ |
|||
const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT; |
|||
uGroupId.y = GroupRows - uGroupId.y - 1; |
|||
|
|||
uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId; |
|||
|
|||
Accumulate(uDispatchThreadId); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 356ec46d3f01672428b5a7a0de727548 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,85 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0 |
|||
#define FSR2_BIND_SRV_INPUT_COLOR 1 |
|||
#define FSR2_BIND_UAV_AUTOREACTIVE 0 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
#define FSR2_BIND_CB_REACTIVE 1 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
#if defined(FSR2_BIND_CB_REACTIVE) |
|||
cbuffer cbGenerateReactive : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_REACTIVE) |
|||
{ |
|||
float scale; |
|||
float threshold; |
|||
float binaryValue; |
|||
uint flags; |
|||
}; |
|||
#endif |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) |
|||
{ |
|||
uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId; |
|||
|
|||
float3 ColorPreAlpha = LoadOpaqueOnly( FFX_MIN16_I2(uDispatchThreadId) ).rgb; |
|||
float3 ColorPostAlpha = LoadInputColor(uDispatchThreadId).rgb; |
|||
|
|||
if (flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP) |
|||
{ |
|||
ColorPreAlpha = Tonemap(ColorPreAlpha); |
|||
ColorPostAlpha = Tonemap(ColorPostAlpha); |
|||
} |
|||
|
|||
if (flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP) |
|||
{ |
|||
ColorPreAlpha = InverseTonemap(ColorPreAlpha); |
|||
ColorPostAlpha = InverseTonemap(ColorPostAlpha); |
|||
} |
|||
|
|||
float out_reactive_value = 0.f; |
|||
float3 delta = abs(ColorPostAlpha - ColorPreAlpha); |
|||
|
|||
out_reactive_value = (flags & FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX) ? max(delta.x, max(delta.y, delta.z)) : length(delta); |
|||
out_reactive_value *= scale; |
|||
|
|||
out_reactive_value = (flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD) ? (out_reactive_value < threshold ? 0 : binaryValue) : out_reactive_value; |
|||
|
|||
rw_output_autoreactive[uDispatchThreadId] = out_reactive_value; |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: cc76bd6f46792f3418a56b79eb5c959b |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,817 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_fsr2_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 |
|||
#endif // #if defined(FFX_GPU) |
|||
|
|||
#if defined(FFX_GPU) |
|||
#ifndef FFX_FSR2_PREFER_WAVE64 |
|||
#define FFX_FSR2_PREFER_WAVE64 |
|||
#endif // #if defined(FFX_GPU) |
|||
|
|||
#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_FSR2_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex)) |
|||
#define FFX_FSR2_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex)) |
|||
#define FFX_FSR2_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex)) |
|||
|
|||
#if defined(FSR2_BIND_CB_FSR2) || defined(FFX_INTERNAL) |
|||
cbuffer cbFSR2 : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_FSR2) |
|||
{ |
|||
FfxInt32x2 iRenderSize; |
|||
FfxInt32x2 iMaxRenderSize; |
|||
FfxInt32x2 iDisplaySize; |
|||
FfxInt32x2 iInputColorResourceDimensions; |
|||
FfxInt32x2 iLumaMipDimensions; |
|||
FfxInt32 iLumaMipLevelToUse; |
|||
FfxInt32 iFrameIndex; |
|||
|
|||
FfxFloat32x4 fDeviceToViewDepth; |
|||
FfxFloat32x2 fJitter; |
|||
FfxFloat32x2 fMotionVectorScale; |
|||
FfxFloat32x2 fDownscaleFactor; |
|||
FfxFloat32x2 fMotionVectorJitterCancellation; |
|||
FfxFloat32 fPreExposure; |
|||
FfxFloat32 fPreviousFramePreExposure; |
|||
FfxFloat32 fTanHalfFOV; |
|||
FfxFloat32 fJitterSequenceLength; |
|||
FfxFloat32 fDeltaTime; |
|||
FfxFloat32 fDynamicResChangeFactor; |
|||
FfxFloat32 fViewSpaceToMetersFactor; |
|||
|
|||
FfxInt32 iDummy; |
|||
}; |
|||
|
|||
#define FFX_FSR2_CONSTANT_BUFFER_1_SIZE (sizeof(cbFSR2) / 4) // Number of 32-bit values. This must be kept in sync with the cbFSR2 size. |
|||
#endif |
|||
|
|||
#if defined(FFX_GPU) |
|||
#define FFX_FSR2_ROOTSIG_STRINGIFY(p) FFX_FSR2_ROOTSIG_STR(p) |
|||
#define FFX_FSR2_ROOTSIG_STR(p) #p |
|||
#define FFX_FSR2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ |
|||
"DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ |
|||
"RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_1_SIZE) ", b0), " \ |
|||
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \ |
|||
"addressU = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"addressV = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"addressW = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"comparisonFunc = COMPARISON_NEVER, " \ |
|||
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \ |
|||
"StaticSampler(s1, 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)" )] |
|||
|
|||
#define FFX_FSR2_CONSTANT_BUFFER_2_SIZE 6 // Number of 32-bit values. This must be kept in sync with max( cbRCAS , cbSPD) size. |
|||
|
|||
#define FFX_FSR2_CB2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ |
|||
"DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ |
|||
"RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_1_SIZE) ", b0), " \ |
|||
"RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_2_SIZE) ", b1), " \ |
|||
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \ |
|||
"addressU = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"addressV = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"addressW = TEXTURE_ADDRESS_CLAMP, " \ |
|||
"comparisonFunc = COMPARISON_NEVER, " \ |
|||
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \ |
|||
"StaticSampler(s1, 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_FSR2_EMBED_ROOTSIG) |
|||
#define FFX_FSR2_EMBED_ROOTSIG_CONTENT FFX_FSR2_ROOTSIG |
|||
#define FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT FFX_FSR2_CB2_ROOTSIG |
|||
#else |
|||
#define FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
#define FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT |
|||
#endif // #if FFX_FSR2_EMBED_ROOTSIG |
|||
#endif // #if defined(FFX_GPU) |
|||
|
|||
// Declare and sample camera buffers as regular textures, unless overridden |
|||
#if !defined(UNITY_FSR2_TEX2D) |
|||
#define UNITY_FSR2_TEX2D(type) Texture2D<type> |
|||
#endif |
|||
#if !defined(UNITY_FSR2_POS) |
|||
#define UNITY_FSR2_POS(pxPos) (pxPos) |
|||
#endif |
|||
#if !defined(UNITY_FSR2_UV) |
|||
#define UNITY_FSR2_UV(uv) (uv) |
|||
#endif |
|||
|
|||
/* Define getter functions in the order they are defined in the CB! */ |
|||
FfxInt32x2 RenderSize() |
|||
{ |
|||
return iRenderSize; |
|||
} |
|||
|
|||
FfxInt32x2 MaxRenderSize() |
|||
{ |
|||
return iMaxRenderSize; |
|||
} |
|||
|
|||
FfxInt32x2 DisplaySize() |
|||
{ |
|||
return iDisplaySize; |
|||
} |
|||
|
|||
FfxInt32x2 InputColorResourceDimensions() |
|||
{ |
|||
return iInputColorResourceDimensions; |
|||
} |
|||
|
|||
FfxInt32x2 LumaMipDimensions() |
|||
{ |
|||
return iLumaMipDimensions; |
|||
} |
|||
|
|||
FfxInt32 LumaMipLevelToUse() |
|||
{ |
|||
return iLumaMipLevelToUse; |
|||
} |
|||
|
|||
FfxInt32 FrameIndex() |
|||
{ |
|||
return iFrameIndex; |
|||
} |
|||
|
|||
FfxFloat32x2 Jitter() |
|||
{ |
|||
return fJitter; |
|||
} |
|||
|
|||
FfxFloat32x4 DeviceToViewSpaceTransformFactors() |
|||
{ |
|||
return fDeviceToViewDepth; |
|||
} |
|||
|
|||
FfxFloat32x2 MotionVectorScale() |
|||
{ |
|||
return fMotionVectorScale; |
|||
} |
|||
|
|||
FfxFloat32x2 DownscaleFactor() |
|||
{ |
|||
return fDownscaleFactor; |
|||
} |
|||
|
|||
FfxFloat32x2 MotionVectorJitterCancellation() |
|||
{ |
|||
return fMotionVectorJitterCancellation; |
|||
} |
|||
|
|||
FfxFloat32 PreExposure() |
|||
{ |
|||
return fPreExposure; |
|||
} |
|||
|
|||
FfxFloat32 PreviousFramePreExposure() |
|||
{ |
|||
return fPreviousFramePreExposure; |
|||
} |
|||
|
|||
FfxFloat32 TanHalfFoV() |
|||
{ |
|||
return fTanHalfFOV; |
|||
} |
|||
|
|||
FfxFloat32 JitterSequenceLength() |
|||
{ |
|||
return fJitterSequenceLength; |
|||
} |
|||
|
|||
FfxFloat32 DeltaTime() |
|||
{ |
|||
return fDeltaTime; |
|||
} |
|||
|
|||
FfxFloat32 DynamicResChangeFactor() |
|||
{ |
|||
return fDynamicResChangeFactor; |
|||
} |
|||
|
|||
FfxFloat32 ViewSpaceToMetersFactor() |
|||
{ |
|||
return fViewSpaceToMetersFactor; |
|||
} |
|||
|
|||
|
|||
SamplerState s_PointClamp : register(s0); |
|||
SamplerState s_LinearClamp : register(s1); |
|||
|
|||
// SRVs |
|||
#if defined(FFX_INTERNAL) |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY); |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR); |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS); |
|||
UNITY_FSR2_TEX2D(FfxFloat32) r_input_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH); |
|||
Texture2D<FfxFloat32x2> r_input_exposure : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE); |
|||
Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE); |
|||
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK); |
|||
Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK); |
|||
Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH); |
|||
Texture2D<FfxFloat32x2> r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS); |
|||
Texture2D<FfxFloat32x2> r_previous_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREVIOUS_DILATED_MOTION_VECTORS); |
|||
Texture2D<FfxFloat32> r_dilatedDepth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH); |
|||
Texture2D<FfxFloat32x4> r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR); |
|||
Texture2D<unorm FfxFloat32x2> r_lock_status : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS); |
|||
Texture2D<FfxFloat32> r_lock_input_luma : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA); |
|||
Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS); |
|||
Texture2D<FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR); |
|||
Texture2D<FfxFloat32x4> r_luma_history : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY); |
|||
Texture2D<FfxFloat32x4> r_rcas_input : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT); |
|||
Texture2D<FfxFloat32> r_lanczos_lut : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT); |
|||
Texture2D<FfxFloat32> r_imgMips : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE); |
|||
Texture2D<FfxFloat32> r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT); |
|||
Texture2D<unorm FfxFloat32x2> r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS); |
|||
Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR); |
|||
Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR); |
|||
|
|||
Texture2D<FfxFloat32x4> r_debug_out : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT); |
|||
|
|||
// UAV declarations |
|||
RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH); |
|||
RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS); |
|||
RWTexture2D<FfxFloat32> rw_dilatedDepth : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH); |
|||
RWTexture2D<FfxFloat32x4> rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR); |
|||
RWTexture2D<unorm FfxFloat32x2> rw_lock_status : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS); |
|||
RWTexture2D<FfxFloat32> rw_lock_input_luma : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA); |
|||
RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS); |
|||
RWTexture2D<FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR); |
|||
RWTexture2D<FfxFloat32x4> rw_luma_history : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY); |
|||
RWTexture2D<FfxFloat32x4> rw_upscaled_output : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT); |
|||
|
|||
globallycoherent RWTexture2D<FfxFloat32> rw_img_mip_shading_change : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE); |
|||
globallycoherent RWTexture2D<FfxFloat32> rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_5); |
|||
RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS); |
|||
RWTexture2D<FfxFloat32x2> rw_auto_exposure : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE); |
|||
globallycoherent RWTexture2D<FfxUInt32> rw_spd_global_atomic : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT); |
|||
RWTexture2D<FfxFloat32x4> rw_debug_out : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT); |
|||
|
|||
RWTexture2D<float> rw_output_autoreactive : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTOREACTIVE); |
|||
RWTexture2D<float> rw_output_autocomposition : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTOCOMPOSITION); |
|||
RWTexture2D<float3> rw_output_prev_color_pre_alpha : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR); |
|||
RWTexture2D<float3> rw_output_prev_color_post_alpha : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR); |
|||
|
|||
#else // #if defined(FFX_INTERNAL) |
|||
#if defined FSR2_BIND_SRV_INPUT_COLOR |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_INPUT_OPAQUE_ONLY |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS |
|||
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_INPUT_DEPTH |
|||
UNITY_FSR2_TEX2D(FfxFloat32) r_input_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_INPUT_EXPOSURE |
|||
Texture2D<FfxFloat32x2> r_input_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_EXPOSURE); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_AUTO_EXPOSURE |
|||
Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_AUTO_EXPOSURE); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_REACTIVE_MASK |
|||
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK |
|||
Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
|||
Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_DILATED_MOTION_VECTORS |
|||
Texture2D<FfxFloat32x2> r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_MOTION_VECTORS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS |
|||
Texture2D<FfxFloat32x2> r_previous_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_DILATED_DEPTH |
|||
Texture2D<FfxFloat32> r_dilatedDepth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_DEPTH); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_INTERNAL_UPSCALED |
|||
Texture2D<FfxFloat32x4> r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INTERNAL_UPSCALED); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_LOCK_STATUS |
|||
Texture2D<unorm FfxFloat32x2> r_lock_status : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_LOCK_INPUT_LUMA |
|||
Texture2D<FfxFloat32> r_lock_input_luma : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_INPUT_LUMA); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_NEW_LOCKS |
|||
Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_NEW_LOCKS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_PREPARED_INPUT_COLOR |
|||
Texture2D<FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREPARED_INPUT_COLOR); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_LUMA_HISTORY |
|||
Texture2D<unorm FfxFloat32x4> r_luma_history : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LUMA_HISTORY); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_RCAS_INPUT |
|||
Texture2D<FfxFloat32x4> r_rcas_input : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RCAS_INPUT); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_LANCZOS_LUT |
|||
Texture2D<FfxFloat32> r_lanczos_lut : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LANCZOS_LUT); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS |
|||
Texture2D<FfxFloat32> r_imgMips : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT |
|||
Texture2D<FfxFloat32> r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_DILATED_REACTIVE_MASKS |
|||
Texture2D<unorm FfxFloat32x2> r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS); |
|||
#endif |
|||
|
|||
#if defined FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR |
|||
Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR); |
|||
#endif |
|||
#if defined FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR |
|||
Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR); |
|||
#endif |
|||
|
|||
// UAV declarations |
|||
#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
|||
RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS |
|||
RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_DEPTH |
|||
RWTexture2D<FfxFloat32> rw_dilatedDepth : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_DEPTH); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED |
|||
RWTexture2D<FfxFloat32x4> rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_INTERNAL_UPSCALED); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_LOCK_STATUS |
|||
RWTexture2D<unorm FfxFloat32x2> rw_lock_status : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_LOCK_INPUT_LUMA |
|||
RWTexture2D<FfxFloat32> rw_lock_input_luma : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_INPUT_LUMA); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_NEW_LOCKS |
|||
RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_NEW_LOCKS); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR |
|||
RWTexture2D<FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREPARED_INPUT_COLOR); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_LUMA_HISTORY |
|||
RWTexture2D<FfxFloat32x4> rw_luma_history : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT |
|||
RWTexture2D<FfxFloat32x4> rw_upscaled_output : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE |
|||
globallycoherent RWTexture2D<FfxFloat32> rw_img_mip_shading_change : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_5 |
|||
globallycoherent RWTexture2D<FfxFloat32> rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_5); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS |
|||
RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE |
|||
RWTexture2D<FfxFloat32x2> rw_exposure : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_AUTO_EXPOSURE |
|||
RWTexture2D<FfxFloat32x2> rw_auto_exposure : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTO_EXPOSURE); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC |
|||
globallycoherent RWTexture2D<FfxUInt32> rw_spd_global_atomic : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC); |
|||
#endif |
|||
|
|||
#if defined FSR2_BIND_UAV_AUTOREACTIVE |
|||
RWTexture2D<float> rw_output_autoreactive : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOREACTIVE); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_AUTOCOMPOSITION |
|||
RWTexture2D<float> rw_output_autocomposition : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOCOMPOSITION); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR |
|||
RWTexture2D<float3> rw_output_prev_color_pre_alpha : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR); |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR |
|||
RWTexture2D<float3> rw_output_prev_color_post_alpha : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR); |
|||
#endif |
|||
#endif // #if defined(FFX_INTERNAL) |
|||
|
|||
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadMipLuma(FfxUInt32x2 iPxPos, FfxUInt32 mipLevel) |
|||
{ |
|||
return r_imgMips.mips[mipLevel][iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) || defined(FFX_INTERNAL) |
|||
FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxUInt32 mipLevel) |
|||
{ |
|||
return r_imgMips.SampleLevel(s_LinearClamp, fUV, mipLevel); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_DEPTH) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_input_depth[UNITY_FSR2_POS(iPxPos)]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_DEPTH) || defined(FFX_INTERNAL) |
|||
FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_input_depth.SampleLevel(s_LinearClamp, UNITY_FSR2_UV(fUV), 0).x; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_REACTIVE_MASK) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_reactive_mask[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_transparency_and_composition_mask[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_input_color_jittered[UNITY_FSR2_POS(iPxPos)].rgb; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_input_color_jittered.SampleLevel(s_LinearClamp, UNITY_FSR2_UV(fUV), 0).rgb; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 LoadPreparedInputColor(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_prepared_input_color[iPxPos].xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos) |
|||
{ |
|||
FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[UNITY_FSR2_POS(iPxDilatedMotionVectorPos)].xy; |
|||
|
|||
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale(); |
|||
|
|||
#if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
|||
fUvMotionVector -= MotionVectorJitterCancellation(); |
|||
#endif |
|||
|
|||
return fUvMotionVector; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) |
|||
FfxFloat32x4 LoadHistory(FfxUInt32x2 iPxHistory) |
|||
{ |
|||
return r_internal_upscaled_color[iPxHistory]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LUMA_HISTORY) || defined(FFX_INTERNAL) |
|||
void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory) |
|||
{ |
|||
rw_luma_history[iPxPos] = fLumaHistory; |
|||
} |
|||
|
|||
FfxFloat32x4 LoadRwLumaHistory(FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return rw_luma_history[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL) |
|||
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_luma_history.SampleLevel(s_LinearClamp, fUV, 0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FFX_INTERNAL) |
|||
FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_debug_out.SampleLevel(s_LinearClamp, fUV, 0).w; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) |
|||
void StoreReprojectedHistory(FfxUInt32x2 iPxHistory, FfxFloat32x4 fHistory) |
|||
{ |
|||
rw_internal_upscaled_color[iPxHistory] = fHistory; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) |
|||
void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight) |
|||
{ |
|||
rw_internal_upscaled_color[iPxPos] = fColorAndWeight; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) || defined(FFX_INTERNAL) |
|||
void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor) |
|||
{ |
|||
rw_upscaled_output[iPxPos] = FfxFloat32x4(fColor, 1.f); |
|||
} |
|||
#endif |
|||
|
|||
//LOCK_LIFETIME_REMAINING == 0 |
|||
//Should make LockInitialLifetime() return a const 1.0f later |
|||
#if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 LoadLockStatus(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_lock_status[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LOCK_STATUS) || defined(FFX_INTERNAL) |
|||
void StoreLockStatus(FfxUInt32x2 iPxPos, FfxFloat32x2 fLockStatus) |
|||
{ |
|||
rw_lock_status[iPxPos] = fLockStatus; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadLockInputLuma(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_lock_input_luma[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) || defined(FFX_INTERNAL) |
|||
void StoreLockInputLuma(FfxUInt32x2 iPxPos, FfxFloat32 fLuma) |
|||
{ |
|||
rw_lock_input_luma[iPxPos] = fLuma; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_NEW_LOCKS) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadNewLocks(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_new_locks[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_NEW_LOCKS) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadRwNewLocks(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return rw_new_locks[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_NEW_LOCKS) || defined(FFX_INTERNAL) |
|||
void StoreNewLocks(FfxUInt32x2 iPxPos, FfxFloat32 newLock) |
|||
{ |
|||
rw_new_locks[iPxPos] = newLock; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) |
|||
void StorePreparedInputColor(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped) |
|||
{ |
|||
rw_prepared_input_color[iPxPos] = fTonemapped; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_prepared_input_color.SampleLevel(s_LinearClamp, fUV, 0).w; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV) |
|||
{ |
|||
FfxFloat32x2 fLockStatus = r_lock_status.SampleLevel(s_LinearClamp, fUV, 0); |
|||
return fLockStatus; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadReconstructedPrevDepth(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return asfloat(r_reconstructed_previous_nearest_depth[iPxPos]); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) |
|||
void StoreReconstructedDepth(FfxUInt32x2 iPxSample, FfxFloat32 fDepth) |
|||
{ |
|||
FfxUInt32 uDepth = asuint(fDepth); |
|||
|
|||
#if FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
InterlockedMax(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); |
|||
#else |
|||
InterlockedMin(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); // min for standard, max for inverted depth |
|||
#endif |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) |
|||
void SetReconstructedDepth(FfxUInt32x2 iPxSample, const FfxUInt32 uValue) |
|||
{ |
|||
rw_reconstructed_previous_nearest_depth[iPxSample] = uValue; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_DEPTH) || defined(FFX_INTERNAL) |
|||
void StoreDilatedDepth(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth) |
|||
{ |
|||
rw_dilatedDepth[iPxPos] = fDepth; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) |
|||
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector) |
|||
{ |
|||
rw_dilated_motion_vectors[iPxPos] = fMotionVector; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 LoadDilatedMotionVector(FfxUInt32x2 iPxInput) |
|||
{ |
|||
return r_dilated_motion_vectors[iPxInput].xy; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxUInt32x2 iPxInput) |
|||
{ |
|||
return r_previous_dilated_motion_vectors[iPxInput].xy; |
|||
} |
|||
|
|||
FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 uv) |
|||
{ |
|||
return r_previous_dilated_motion_vectors.SampleLevel(s_LinearClamp, uv, 0).xy; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_DEPTH) || defined(FFX_INTERNAL) |
|||
FfxFloat32 LoadDilatedDepth(FfxUInt32x2 iPxInput) |
|||
{ |
|||
return r_dilatedDepth[iPxInput]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) || defined(FFX_INTERNAL) |
|||
FfxFloat32 Exposure() |
|||
{ |
|||
FfxFloat32 exposure = r_input_exposure[FfxUInt32x2(0, 0)].x; |
|||
|
|||
if (exposure == 0.0f) { |
|||
exposure = 1.0f; |
|||
} |
|||
|
|||
return exposure; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) || defined(FFX_INTERNAL) |
|||
FfxFloat32 AutoExposure() |
|||
{ |
|||
FfxFloat32 exposure = r_auto_exposure[FfxUInt32x2(0, 0)].x; |
|||
|
|||
if (exposure == 0.0f) { |
|||
exposure = 1.0f; |
|||
} |
|||
|
|||
return exposure; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x) |
|||
{ |
|||
#if defined(FSR2_BIND_SRV_LANCZOS_LUT) || defined(FFX_INTERNAL) |
|||
return r_lanczos_lut.SampleLevel(s_LinearClamp, FfxFloat32x2(x / 2, 0.5f), 0); |
|||
#else |
|||
return 0.f; |
|||
#endif |
|||
} |
|||
|
|||
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) || defined(FFX_INTERNAL) |
|||
FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv) |
|||
{ |
|||
// Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range. |
|||
return FfxFloat32(2.0) * r_upsample_maximum_bias_lut.SampleLevel(s_LinearClamp, abs(uv) * 2.0, 0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV) |
|||
{ |
|||
return r_dilated_reactive_masks.SampleLevel(s_LinearClamp, fUV, 0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL) |
|||
FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos) |
|||
{ |
|||
return r_dilated_reactive_masks[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL) |
|||
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks) |
|||
{ |
|||
rw_dilated_reactive_masks[iPxPos] = fDilatedReactiveMasks; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return r_input_opaque_only[UNITY_FSR2_POS(iPxPos)].xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return r_input_prev_color_pre_alpha[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) || defined(FFX_INTERNAL) |
|||
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return r_input_prev_color_post_alpha[iPxPos]; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_AUTOREACTIVE) || defined(FFX_INTERNAL) |
|||
#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION) || defined(FFX_INTERNAL) |
|||
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive) |
|||
{ |
|||
rw_output_autoreactive[iPxPos] = fReactive.x; |
|||
|
|||
rw_output_autocomposition[iPxPos] = fReactive.y; |
|||
} |
|||
#endif |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR) || defined(FFX_INTERNAL) |
|||
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
rw_output_prev_color_pre_alpha[iPxPos] = color; |
|||
|
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR) || defined(FFX_INTERNAL) |
|||
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
rw_output_prev_color_post_alpha[iPxPos] = color; |
|||
} |
|||
#endif |
|||
|
|||
#endif // #if defined(FFX_GPU) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: eb121968296f9ba44b35d7e18d2b79df |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,565 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#if !defined(FFX_FSR2_COMMON_H) |
|||
#define FFX_FSR2_COMMON_H |
|||
|
|||
#if defined(FFX_CPU) || defined(FFX_GPU) |
|||
//Locks |
|||
#define LOCK_LIFETIME_REMAINING 0 |
|||
#define LOCK_TEMPORAL_LUMA 1 |
|||
#endif // #if defined(FFX_CPU) || defined(FFX_GPU) |
|||
|
|||
#if defined(FFX_GPU) |
|||
FFX_STATIC const FfxFloat32 FSR2_FP16_MIN = 6.10e-05f; |
|||
FFX_STATIC const FfxFloat32 FSR2_FP16_MAX = 65504.0f; |
|||
FFX_STATIC const FfxFloat32 FSR2_EPSILON = 1e-03f; |
|||
FFX_STATIC const FfxFloat32 FSR2_TONEMAP_EPSILON = 1.0f / FSR2_FP16_MAX; |
|||
FFX_STATIC const FfxFloat32 FSR2_FLT_MAX = 3.402823466e+38f; |
|||
FFX_STATIC const FfxFloat32 FSR2_FLT_MIN = 1.175494351e-38f; |
|||
|
|||
// treat vector truncation warnings as errors |
|||
#pragma warning(error: 3206) |
|||
|
|||
// suppress warnings |
|||
#pragma warning(disable: 3205) // conversion from larger type to smaller |
|||
#pragma warning(disable: 3571) // in ffxPow(f, e), f could be negative |
|||
|
|||
// Reconstructed depth usage |
|||
FFX_STATIC const FfxFloat32 fReconstructedDepthBilinearWeightThreshold = 0.01f; |
|||
|
|||
// Accumulation |
|||
FFX_STATIC const FfxFloat32 fUpsampleLanczosWeightScale = 1.0f / 12.0f; |
|||
FFX_STATIC const FfxFloat32 fMaxAccumulationLanczosWeight = 1.0f; |
|||
FFX_STATIC const FfxFloat32 fAverageLanczosWeightPerFrame = 0.74f * fUpsampleLanczosWeightScale; // Average lanczos weight for jitter accumulated samples |
|||
FFX_STATIC const FfxFloat32 fAccumulationMaxOnMotion = 3.0f * fUpsampleLanczosWeightScale; |
|||
|
|||
// Auto exposure |
|||
FFX_STATIC const FfxFloat32 resetAutoExposureAverageSmoothing = 1e8f; |
|||
|
|||
struct AccumulationPassCommonParams |
|||
{ |
|||
FfxInt32x2 iPxHrPos; |
|||
FfxFloat32x2 fHrUv; |
|||
FfxFloat32x2 fLrUv_HwSampler; |
|||
FfxFloat32x2 fMotionVector; |
|||
FfxFloat32x2 fReprojectedHrUv; |
|||
FfxFloat32 fHrVelocity; |
|||
FfxFloat32 fDepthClipFactor; |
|||
FfxFloat32 fDilatedReactiveFactor; |
|||
FfxFloat32 fAccumulationMask; |
|||
|
|||
FfxBoolean bIsResetFrame; |
|||
FfxBoolean bIsExistingSample; |
|||
FfxBoolean bIsNewSample; |
|||
}; |
|||
|
|||
struct LockState |
|||
{ |
|||
FfxBoolean NewLock; //Set for both unique new and re-locked new |
|||
FfxBoolean WasLockedPrevFrame; //Set to identify if the pixel was already locked (relock) |
|||
}; |
|||
|
|||
void InitializeNewLockSample(FFX_PARAMETER_OUT FfxFloat32x2 fLockStatus) |
|||
{ |
|||
fLockStatus = FfxFloat32x2(0, 0); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
void InitializeNewLockSample(FFX_PARAMETER_OUT FFX_MIN16_F2 fLockStatus) |
|||
{ |
|||
fLockStatus = FFX_MIN16_F2(0, 0); |
|||
} |
|||
#endif |
|||
|
|||
|
|||
void KillLock(FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus) |
|||
{ |
|||
fLockStatus[LOCK_LIFETIME_REMAINING] = 0; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
void KillLock(FFX_PARAMETER_INOUT FFX_MIN16_F2 fLockStatus) |
|||
{ |
|||
fLockStatus[LOCK_LIFETIME_REMAINING] = FFX_MIN16_F(0); |
|||
} |
|||
#endif |
|||
|
|||
struct RectificationBox |
|||
{ |
|||
FfxFloat32x3 boxCenter; |
|||
FfxFloat32x3 boxVec; |
|||
FfxFloat32x3 aabbMin; |
|||
FfxFloat32x3 aabbMax; |
|||
FfxFloat32 fBoxCenterWeight; |
|||
}; |
|||
#if FFX_HALF |
|||
struct RectificationBoxMin16 |
|||
{ |
|||
FFX_MIN16_F3 boxCenter; |
|||
FFX_MIN16_F3 boxVec; |
|||
FFX_MIN16_F3 aabbMin; |
|||
FFX_MIN16_F3 aabbMax; |
|||
FFX_MIN16_F fBoxCenterWeight; |
|||
}; |
|||
#endif |
|||
|
|||
void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBox rectificationBox) |
|||
{ |
|||
rectificationBox.fBoxCenterWeight = FfxFloat32(0); |
|||
|
|||
rectificationBox.boxCenter = FfxFloat32x3(0, 0, 0); |
|||
rectificationBox.boxVec = FfxFloat32x3(0, 0, 0); |
|||
rectificationBox.aabbMin = FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX); |
|||
rectificationBox.aabbMax = -FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX); |
|||
} |
|||
#if FFX_HALF |
|||
void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox) |
|||
{ |
|||
rectificationBox.fBoxCenterWeight = FFX_MIN16_F(0); |
|||
|
|||
rectificationBox.boxCenter = FFX_MIN16_F3(0, 0, 0); |
|||
rectificationBox.boxVec = FFX_MIN16_F3(0, 0, 0); |
|||
rectificationBox.aabbMin = FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX); |
|||
rectificationBox.aabbMax = -FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX); |
|||
} |
|||
#endif |
|||
|
|||
void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight) |
|||
{ |
|||
rectificationBox.aabbMin = colorSample; |
|||
rectificationBox.aabbMax = colorSample; |
|||
|
|||
FfxFloat32x3 weightedSample = colorSample * fSampleWeight; |
|||
rectificationBox.boxCenter = weightedSample; |
|||
rectificationBox.boxVec = colorSample * weightedSample; |
|||
rectificationBox.fBoxCenterWeight = fSampleWeight; |
|||
} |
|||
|
|||
void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight) |
|||
{ |
|||
if (bInitialSample) { |
|||
RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight); |
|||
} else { |
|||
rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample); |
|||
rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample); |
|||
|
|||
FfxFloat32x3 weightedSample = colorSample * fSampleWeight; |
|||
rectificationBox.boxCenter += weightedSample; |
|||
rectificationBox.boxVec += colorSample * weightedSample; |
|||
rectificationBox.fBoxCenterWeight += fSampleWeight; |
|||
} |
|||
} |
|||
#if FFX_HALF |
|||
void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight) |
|||
{ |
|||
rectificationBox.aabbMin = colorSample; |
|||
rectificationBox.aabbMax = colorSample; |
|||
|
|||
FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight; |
|||
rectificationBox.boxCenter = weightedSample; |
|||
rectificationBox.boxVec = colorSample * weightedSample; |
|||
rectificationBox.fBoxCenterWeight = fSampleWeight; |
|||
} |
|||
|
|||
void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight) |
|||
{ |
|||
if (bInitialSample) { |
|||
RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight); |
|||
} else { |
|||
rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample); |
|||
rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample); |
|||
|
|||
FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight; |
|||
rectificationBox.boxCenter += weightedSample; |
|||
rectificationBox.boxVec += colorSample * weightedSample; |
|||
rectificationBox.fBoxCenterWeight += fSampleWeight; |
|||
} |
|||
} |
|||
#endif |
|||
|
|||
void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBox rectificationBox) |
|||
{ |
|||
rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FfxFloat32(FSR2_EPSILON) ? rectificationBox.fBoxCenterWeight : FfxFloat32(1.f)); |
|||
rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight; |
|||
rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight; |
|||
FfxFloat32x3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter)); |
|||
rectificationBox.boxVec = stdDev; |
|||
} |
|||
#if FFX_HALF |
|||
void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox) |
|||
{ |
|||
rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FFX_MIN16_F(FSR2_EPSILON) ? rectificationBox.fBoxCenterWeight : FFX_MIN16_F(1.f)); |
|||
rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight; |
|||
rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight; |
|||
FFX_MIN16_F3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter)); |
|||
rectificationBox.boxVec = stdDev; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x3 SafeRcp3(FfxFloat32x3 v) |
|||
{ |
|||
return (all(FFX_NOT_EQUAL(v, FfxFloat32x3(0, 0, 0)))) ? (FfxFloat32x3(1, 1, 1) / v) : FfxFloat32x3(0, 0, 0); |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F3 SafeRcp3(FFX_MIN16_F3 v) |
|||
{ |
|||
return (all(FFX_NOT_EQUAL(v, FFX_MIN16_F3(0, 0, 0)))) ? (FFX_MIN16_F3(1, 1, 1) / v) : FFX_MIN16_F3(0, 0, 0); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1) |
|||
{ |
|||
const FfxFloat32 m = ffxMax(v0, v1); |
|||
return m != 0 ? ffxMin(v0, v1) / m : 0; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F MinDividedByMax(const FFX_MIN16_F v0, const FFX_MIN16_F v1) |
|||
{ |
|||
const FFX_MIN16_F m = ffxMax(v0, v1); |
|||
return m != FFX_MIN16_F(0) ? ffxMin(v0, v1) / m : FFX_MIN16_F(0); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x3 YCoCgToRGB(FfxFloat32x3 fYCoCg) |
|||
{ |
|||
FfxFloat32x3 fRgb; |
|||
|
|||
fRgb = FfxFloat32x3( |
|||
fYCoCg.x + fYCoCg.y - fYCoCg.z, |
|||
fYCoCg.x + fYCoCg.z, |
|||
fYCoCg.x - fYCoCg.y - fYCoCg.z); |
|||
|
|||
return fRgb; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F3 YCoCgToRGB(FFX_MIN16_F3 fYCoCg) |
|||
{ |
|||
FFX_MIN16_F3 fRgb; |
|||
|
|||
fRgb = FFX_MIN16_F3( |
|||
fYCoCg.x + fYCoCg.y - fYCoCg.z, |
|||
fYCoCg.x + fYCoCg.z, |
|||
fYCoCg.x - fYCoCg.y - fYCoCg.z); |
|||
|
|||
return fRgb; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x3 RGBToYCoCg(FfxFloat32x3 fRgb) |
|||
{ |
|||
FfxFloat32x3 fYCoCg; |
|||
|
|||
fYCoCg = FfxFloat32x3( |
|||
0.25f * fRgb.r + 0.5f * fRgb.g + 0.25f * fRgb.b, |
|||
0.5f * fRgb.r - 0.5f * fRgb.b, |
|||
-0.25f * fRgb.r + 0.5f * fRgb.g - 0.25f * fRgb.b); |
|||
|
|||
return fYCoCg; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F3 RGBToYCoCg(FFX_MIN16_F3 fRgb) |
|||
{ |
|||
FFX_MIN16_F3 fYCoCg; |
|||
|
|||
fYCoCg = FFX_MIN16_F3( |
|||
0.25 * fRgb.r + 0.5 * fRgb.g + 0.25 * fRgb.b, |
|||
0.5 * fRgb.r - 0.5 * fRgb.b, |
|||
-0.25 * fRgb.r + 0.5 * fRgb.g - 0.25 * fRgb.b); |
|||
|
|||
return fYCoCg; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 RGBToLuma(FfxFloat32x3 fLinearRgb) |
|||
{ |
|||
return dot(fLinearRgb, FfxFloat32x3(0.2126f, 0.7152f, 0.0722f)); |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F RGBToLuma(FFX_MIN16_F3 fLinearRgb) |
|||
{ |
|||
return dot(fLinearRgb, FFX_MIN16_F3(0.2126f, 0.7152f, 0.0722f)); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 RGBToPerceivedLuma(FfxFloat32x3 fLinearRgb) |
|||
{ |
|||
FfxFloat32 fLuminance = RGBToLuma(fLinearRgb); |
|||
|
|||
FfxFloat32 fPercievedLuminance = 0; |
|||
if (fLuminance <= 216.0f / 24389.0f) { |
|||
fPercievedLuminance = fLuminance * (24389.0f / 27.0f); |
|||
} |
|||
else { |
|||
fPercievedLuminance = ffxPow(fLuminance, 1.0f / 3.0f) * 116.0f - 16.0f; |
|||
} |
|||
|
|||
return fPercievedLuminance * 0.01f; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F RGBToPerceivedLuma(FFX_MIN16_F3 fLinearRgb) |
|||
{ |
|||
FFX_MIN16_F fLuminance = RGBToLuma(fLinearRgb); |
|||
|
|||
FFX_MIN16_F fPercievedLuminance = FFX_MIN16_F(0); |
|||
if (fLuminance <= FFX_MIN16_F(216.0f / 24389.0f)) { |
|||
fPercievedLuminance = fLuminance * FFX_MIN16_F(24389.0f / 27.0f); |
|||
} |
|||
else { |
|||
fPercievedLuminance = ffxPow(fLuminance, FFX_MIN16_F(1.0f / 3.0f)) * FFX_MIN16_F(116.0f) - FFX_MIN16_F(16.0f); |
|||
} |
|||
|
|||
return fPercievedLuminance * FFX_MIN16_F(0.01f); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x3 Tonemap(FfxFloat32x3 fRgb) |
|||
{ |
|||
return fRgb / (ffxMax(ffxMax(0.f, fRgb.r), ffxMax(fRgb.g, fRgb.b)) + 1.f).xxx; |
|||
} |
|||
|
|||
FfxFloat32x3 InverseTonemap(FfxFloat32x3 fRgb) |
|||
{ |
|||
return fRgb / ffxMax(FSR2_TONEMAP_EPSILON, 1.f - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F3 Tonemap(FFX_MIN16_F3 fRgb) |
|||
{ |
|||
return fRgb / (ffxMax(ffxMax(FFX_MIN16_F(0.f), fRgb.r), ffxMax(fRgb.g, fRgb.b)) + FFX_MIN16_F(1.f)).xxx; |
|||
} |
|||
|
|||
FFX_MIN16_F3 InverseTonemap(FFX_MIN16_F3 fRgb) |
|||
{ |
|||
return fRgb / ffxMax(FFX_MIN16_F(FSR2_TONEMAP_EPSILON), FFX_MIN16_F(1.f) - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx; |
|||
} |
|||
#endif |
|||
|
|||
FfxInt32x2 ClampLoad(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize) |
|||
{ |
|||
FfxInt32x2 result = iPxSample + iPxOffset; |
|||
result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x; |
|||
result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x; |
|||
result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y; |
|||
result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y; |
|||
return result; |
|||
|
|||
// return ffxMed3(iPxSample + iPxOffset, FfxInt32x2(0, 0), iTextureSize - FfxInt32x2(1, 1)); |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_I2 ClampLoad(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize) |
|||
{ |
|||
FFX_MIN16_I2 result = iPxSample + iPxOffset; |
|||
result.x = (iPxOffset.x < 0) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x; |
|||
result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x; |
|||
result.y = (iPxOffset.y < 0) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y; |
|||
result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y; |
|||
return result; |
|||
|
|||
// return ffxMed3Half(iPxSample + iPxOffset, FFX_MIN16_I2(0, 0), iTextureSize - FFX_MIN16_I2(1, 1)); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x2 ClampUv(FfxFloat32x2 fUv, FfxInt32x2 iTextureSize, FfxInt32x2 iResourceSize) |
|||
{ |
|||
const FfxFloat32x2 fSampleLocation = fUv * iTextureSize; |
|||
const FfxFloat32x2 fClampedLocation = ffxMax(FfxFloat32x2(0.5f, 0.5f), ffxMin(fSampleLocation, FfxFloat32x2(iTextureSize) - FfxFloat32x2(0.5f, 0.5f))); |
|||
const FfxFloat32x2 fClampedUv = fClampedLocation / FfxFloat32x2(iResourceSize); |
|||
|
|||
return fClampedUv; |
|||
} |
|||
|
|||
FfxBoolean IsOnScreen(FfxInt32x2 pos, FfxInt32x2 size) |
|||
{ |
|||
return all(FFX_LESS_THAN(FfxUInt32x2(pos), FfxUInt32x2(size))); |
|||
} |
|||
#if FFX_HALF |
|||
FfxBoolean IsOnScreen(FFX_MIN16_I2 pos, FFX_MIN16_I2 size) |
|||
{ |
|||
return all(FFX_LESS_THAN(FFX_MIN16_U2(pos), FFX_MIN16_U2(size))); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 ComputeAutoExposureFromLavg(FfxFloat32 Lavg) |
|||
{ |
|||
Lavg = exp(Lavg); |
|||
|
|||
const FfxFloat32 S = 100.0f; //ISO arithmetic speed |
|||
const FfxFloat32 K = 12.5f; |
|||
FfxFloat32 ExposureISO100 = log2((Lavg * S) / K); |
|||
|
|||
const FfxFloat32 q = 0.65f; |
|||
FfxFloat32 Lmax = (78.0f / (q * S)) * ffxPow(2.0f, ExposureISO100); |
|||
|
|||
return 1 / Lmax; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F ComputeAutoExposureFromLavg(FFX_MIN16_F Lavg) |
|||
{ |
|||
Lavg = exp(Lavg); |
|||
|
|||
const FFX_MIN16_F S = FFX_MIN16_F(100.0f); //ISO arithmetic speed |
|||
const FFX_MIN16_F K = FFX_MIN16_F(12.5f); |
|||
const FFX_MIN16_F ExposureISO100 = log2((Lavg * S) / K); |
|||
|
|||
const FFX_MIN16_F q = FFX_MIN16_F(0.65f); |
|||
const FFX_MIN16_F Lmax = (FFX_MIN16_F(78.0f) / (q * S)) * ffxPow(FFX_MIN16_F(2.0f), ExposureISO100); |
|||
|
|||
return FFX_MIN16_F(1) / Lmax; |
|||
} |
|||
#endif |
|||
|
|||
FfxInt32x2 ComputeHrPosFromLrPos(FfxInt32x2 iPxLrPos) |
|||
{ |
|||
FfxFloat32x2 fSrcJitteredPos = FfxFloat32x2(iPxLrPos) + 0.5f - Jitter(); |
|||
FfxFloat32x2 fLrPosInHr = (fSrcJitteredPos / RenderSize()) * DisplaySize(); |
|||
FfxInt32x2 iPxHrPos = FfxInt32x2(floor(fLrPosInHr)); |
|||
return iPxHrPos; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_I2 ComputeHrPosFromLrPos(FFX_MIN16_I2 iPxLrPos) |
|||
{ |
|||
FFX_MIN16_F2 fSrcJitteredPos = FFX_MIN16_F2(iPxLrPos) + FFX_MIN16_F(0.5f) - FFX_MIN16_F2(Jitter()); |
|||
FFX_MIN16_F2 fLrPosInHr = (fSrcJitteredPos / FFX_MIN16_F2(RenderSize())) * FFX_MIN16_F2(DisplaySize()); |
|||
FFX_MIN16_I2 iPxHrPos = FFX_MIN16_I2(floor(fLrPosInHr)); |
|||
return iPxHrPos; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x2 ComputeNdc(FfxFloat32x2 fPxPos, FfxInt32x2 iSize) |
|||
{ |
|||
return fPxPos / FfxFloat32x2(iSize) * FfxFloat32x2(2.0f, -2.0f) + FfxFloat32x2(-1.0f, 1.0f); |
|||
} |
|||
|
|||
FfxFloat32 GetViewSpaceDepth(FfxFloat32 fDeviceDepth) |
|||
{ |
|||
const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors(); |
|||
|
|||
// fDeviceToViewDepth details found in ffx_fsr2.cpp |
|||
return (fDeviceToViewDepth[1] / (fDeviceDepth - fDeviceToViewDepth[0])); |
|||
} |
|||
|
|||
FfxFloat32 GetViewSpaceDepthInMeters(FfxFloat32 fDeviceDepth) |
|||
{ |
|||
return GetViewSpaceDepth(fDeviceDepth) * ViewSpaceToMetersFactor(); |
|||
} |
|||
|
|||
FfxFloat32x3 GetViewSpacePosition(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth) |
|||
{ |
|||
const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors(); |
|||
|
|||
const FfxFloat32 Z = GetViewSpaceDepth(fDeviceDepth); |
|||
|
|||
const FfxFloat32x2 fNdcPos = ComputeNdc(iViewportPos, iViewportSize); |
|||
const FfxFloat32 X = fDeviceToViewDepth[2] * fNdcPos.x * Z; |
|||
const FfxFloat32 Y = fDeviceToViewDepth[3] * fNdcPos.y * Z; |
|||
|
|||
return FfxFloat32x3(X, Y, Z); |
|||
} |
|||
|
|||
FfxFloat32x3 GetViewSpacePositionInMeters(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth) |
|||
{ |
|||
return GetViewSpacePosition(iViewportPos, iViewportSize, fDeviceDepth) * ViewSpaceToMetersFactor(); |
|||
} |
|||
|
|||
FfxFloat32 GetMaxDistanceInMeters() |
|||
{ |
|||
#if FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
return GetViewSpaceDepth(0.0f) * ViewSpaceToMetersFactor(); |
|||
#else |
|||
return GetViewSpaceDepth(1.0f) * ViewSpaceToMetersFactor(); |
|||
#endif |
|||
} |
|||
|
|||
FfxFloat32x3 PrepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure, FfxFloat32 fPreExposure) |
|||
{ |
|||
fRgb /= fPreExposure; |
|||
fRgb *= fExposure; |
|||
|
|||
fRgb = clamp(fRgb, 0.0f, FSR2_FP16_MAX); |
|||
|
|||
return fRgb; |
|||
} |
|||
|
|||
FfxFloat32x3 UnprepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure) |
|||
{ |
|||
fRgb /= fExposure; |
|||
fRgb *= PreExposure(); |
|||
|
|||
return fRgb; |
|||
} |
|||
|
|||
|
|||
struct BilinearSamplingData |
|||
{ |
|||
FfxInt32x2 iOffsets[4]; |
|||
FfxFloat32 fWeights[4]; |
|||
FfxInt32x2 iBasePos; |
|||
}; |
|||
|
|||
BilinearSamplingData GetBilinearSamplingData(FfxFloat32x2 fUv, FfxInt32x2 iSize) |
|||
{ |
|||
BilinearSamplingData data; |
|||
|
|||
FfxFloat32x2 fPxSample = (fUv * iSize) - FfxFloat32x2(0.5f, 0.5f); |
|||
data.iBasePos = FfxInt32x2(floor(fPxSample)); |
|||
FfxFloat32x2 fPxFrac = ffxFract(fPxSample); |
|||
|
|||
data.iOffsets[0] = FfxInt32x2(0, 0); |
|||
data.iOffsets[1] = FfxInt32x2(1, 0); |
|||
data.iOffsets[2] = FfxInt32x2(0, 1); |
|||
data.iOffsets[3] = FfxInt32x2(1, 1); |
|||
|
|||
data.fWeights[0] = (1 - fPxFrac.x) * (1 - fPxFrac.y); |
|||
data.fWeights[1] = (fPxFrac.x) * (1 - fPxFrac.y); |
|||
data.fWeights[2] = (1 - fPxFrac.x) * (fPxFrac.y); |
|||
data.fWeights[3] = (fPxFrac.x) * (fPxFrac.y); |
|||
|
|||
return data; |
|||
} |
|||
|
|||
struct PlaneData |
|||
{ |
|||
FfxFloat32x3 fNormal; |
|||
FfxFloat32 fDistanceFromOrigin; |
|||
}; |
|||
|
|||
PlaneData GetPlaneFromPoints(FfxFloat32x3 fP0, FfxFloat32x3 fP1, FfxFloat32x3 fP2) |
|||
{ |
|||
PlaneData plane; |
|||
|
|||
FfxFloat32x3 v0 = fP0 - fP1; |
|||
FfxFloat32x3 v1 = fP0 - fP2; |
|||
plane.fNormal = normalize(cross(v0, v1)); |
|||
plane.fDistanceFromOrigin = -dot(fP0, plane.fNormal); |
|||
|
|||
return plane; |
|||
} |
|||
|
|||
FfxFloat32 PointToPlaneDistance(PlaneData plane, FfxFloat32x3 fPoint) |
|||
{ |
|||
return abs(dot(plane.fNormal, fPoint) + plane.fDistanceFromOrigin); |
|||
} |
|||
|
|||
#endif // #if defined(FFX_GPU) |
|||
|
|||
#endif //!defined(FFX_FSR2_COMMON_H) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 2176dca22b6e9604da8329c79abae68d |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,189 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
FFX_GROUPSHARED FfxUInt32 spdCounter; |
|||
|
|||
#ifndef SPD_PACKED_ONLY |
|||
FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16]; |
|||
FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16]; |
|||
FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16]; |
|||
FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16]; |
|||
|
|||
FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 tex, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat32x2 fUv = (tex + 0.5f + Jitter()) / RenderSize(); |
|||
fUv = ClampUv(fUv, RenderSize(), InputColorResourceDimensions()); |
|||
FfxFloat32x3 fRgb = SampleInputColor(fUv); |
|||
|
|||
fRgb /= PreExposure(); |
|||
|
|||
//compute log luma |
|||
const FfxFloat32 fLogLuma = log(ffxMax(FSR2_EPSILON, RGBToLuma(fRgb))); |
|||
|
|||
// Make sure out of screen pixels contribute no value to the end result |
|||
const FfxFloat32 result = all(FFX_LESS_THAN(tex, RenderSize())) ? fLogLuma : 0.0f; |
|||
|
|||
return FfxFloat32x4(result, 0, 0, 0); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice) |
|||
{ |
|||
return SPD_LoadMipmap5(tex); |
|||
} |
|||
|
|||
void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice) |
|||
{ |
|||
if (index == LumaMipLevelToUse() || index == 5) |
|||
{ |
|||
SPD_SetMipmap(pix, index, outValue.r); |
|||
} |
|||
|
|||
if (index == MipCount() - 1) { //accumulate on 1x1 level |
|||
|
|||
if (all(FFX_EQUAL(pix, FfxInt32x2(0, 0)))) |
|||
{ |
|||
FfxFloat32 prev = SPD_LoadExposureBuffer().y; |
|||
FfxFloat32 result = outValue.r; |
|||
|
|||
if (prev < resetAutoExposureAverageSmoothing) // Compare Lavg, so small or negative values |
|||
{ |
|||
FfxFloat32 rate = 1.0f; |
|||
result = prev + (result - prev) * (1 - exp(-DeltaTime() * rate)); |
|||
} |
|||
FfxFloat32x2 spdOutput = FfxFloat32x2(ComputeAutoExposureFromLavg(result), result); |
|||
SPD_SetExposureBuffer(spdOutput); |
|||
} |
|||
} |
|||
} |
|||
|
|||
void SpdIncreaseAtomicCounter(FfxUInt32 slice) |
|||
{ |
|||
SPD_IncreaseAtomicCounter(spdCounter); |
|||
} |
|||
|
|||
FfxUInt32 SpdGetAtomicCounter() |
|||
{ |
|||
return spdCounter; |
|||
} |
|||
|
|||
void SpdResetAtomicCounter(FfxUInt32 slice) |
|||
{ |
|||
SPD_ResetAtomicCounter(); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y) |
|||
{ |
|||
return FfxFloat32x4( |
|||
spdIntermediateR[x][y], |
|||
spdIntermediateG[x][y], |
|||
spdIntermediateB[x][y], |
|||
spdIntermediateA[x][y]); |
|||
} |
|||
void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value) |
|||
{ |
|||
spdIntermediateR[x][y] = value.x; |
|||
spdIntermediateG[x][y] = value.y; |
|||
spdIntermediateB[x][y] = value.z; |
|||
spdIntermediateA[x][y] = value.w; |
|||
} |
|||
FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3) |
|||
{ |
|||
return (v0 + v1 + v2 + v3) * 0.25f; |
|||
} |
|||
#endif |
|||
|
|||
// define fetch and store functions Packed |
|||
#if FFX_HALF |
|||
#error Callback must be implemented |
|||
|
|||
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16]; |
|||
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16]; |
|||
|
|||
FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice) |
|||
{ |
|||
return FfxFloat16x4(imgDst[0][FfxFloat32x3(tex, slice)]); |
|||
} |
|||
FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice) |
|||
{ |
|||
return FfxFloat16x4(imgDst6[FfxUInt32x3(p, slice)]); |
|||
} |
|||
void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
if (index == LumaMipLevelToUse() || index == 5) |
|||
{ |
|||
imgDst6[FfxUInt32x3(p, slice)] = FfxFloat32x4(value); |
|||
return; |
|||
} |
|||
imgDst[mip + 1][FfxUInt32x3(p, slice)] = FfxFloat32x4(value); |
|||
} |
|||
void SpdIncreaseAtomicCounter(FfxUInt32 slice) |
|||
{ |
|||
InterlockedAdd(rw_spd_global_atomic[FfxInt16x2(0, 0)].counter[slice], 1, spdCounter); |
|||
} |
|||
FfxUInt32 SpdGetAtomicCounter() |
|||
{ |
|||
return spdCounter; |
|||
} |
|||
void SpdResetAtomicCounter(FfxUInt32 slice) |
|||
{ |
|||
rw_spd_global_atomic[FfxInt16x2(0, 0)].counter[slice] = 0; |
|||
} |
|||
FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y) |
|||
{ |
|||
return FfxFloat16x4( |
|||
spdIntermediateRG[x][y].x, |
|||
spdIntermediateRG[x][y].y, |
|||
spdIntermediateBA[x][y].x, |
|||
spdIntermediateBA[x][y].y); |
|||
} |
|||
void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value) |
|||
{ |
|||
spdIntermediateRG[x][y] = value.xy; |
|||
spdIntermediateBA[x][y] = value.zw; |
|||
} |
|||
FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3) |
|||
{ |
|||
return (v0 + v1 + v2 + v3) * FfxFloat16(0.25); |
|||
} |
|||
#endif |
|||
|
|||
#include "ffx_spd.h" |
|||
|
|||
void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex) |
|||
{ |
|||
#if FFX_HALF |
|||
SpdDownsampleH( |
|||
FfxUInt32x2(WorkGroupId.xy), |
|||
FfxUInt32(LocalThreadIndex), |
|||
FfxUInt32(MipCount()), |
|||
FfxUInt32(NumWorkGroups()), |
|||
FfxUInt32(WorkGroupId.z), |
|||
FfxUInt32x2(WorkGroupOffset())); |
|||
#else |
|||
SpdDownsample( |
|||
FfxUInt32x2(WorkGroupId.xy), |
|||
FfxUInt32(LocalThreadIndex), |
|||
FfxUInt32(MipCount()), |
|||
FfxUInt32(NumWorkGroups()), |
|||
FfxUInt32(WorkGroupId.z), |
|||
FfxUInt32x2(WorkGroupOffset())); |
|||
#endif |
|||
} |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: dbcdb6dfb36311a49aa7b05bc5054280 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,131 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_COLOR 0 |
|||
#define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 0 |
|||
#define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 1 |
|||
#define FSR2_BIND_UAV_EXPOSURE_MIP_5 2 |
|||
#define FSR2_BIND_UAV_AUTO_EXPOSURE 3 |
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
#define FSR2_BIND_CB_SPD 1 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
#if defined(FSR2_BIND_CB_SPD) |
|||
cbuffer cbSPD : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_SPD) { |
|||
|
|||
FfxUInt32 mips; |
|||
FfxUInt32 numWorkGroups; |
|||
FfxUInt32x2 workGroupOffset; |
|||
FfxUInt32x2 renderSize; |
|||
}; |
|||
|
|||
FfxUInt32 MipCount() |
|||
{ |
|||
return mips; |
|||
} |
|||
|
|||
FfxUInt32 NumWorkGroups() |
|||
{ |
|||
return numWorkGroups; |
|||
} |
|||
|
|||
FfxUInt32x2 WorkGroupOffset() |
|||
{ |
|||
return workGroupOffset; |
|||
} |
|||
|
|||
FfxUInt32x2 SPD_RenderSize() |
|||
{ |
|||
return renderSize; |
|||
} |
|||
#endif |
|||
|
|||
|
|||
FfxFloat32x2 SPD_LoadExposureBuffer() |
|||
{ |
|||
return rw_auto_exposure[FfxInt32x2(0,0)]; |
|||
} |
|||
|
|||
void SPD_SetExposureBuffer(FfxFloat32x2 value) |
|||
{ |
|||
rw_auto_exposure[FfxInt32x2(0,0)] = value; |
|||
} |
|||
|
|||
FfxFloat32x4 SPD_LoadMipmap5(FfxInt32x2 iPxPos) |
|||
{ |
|||
return FfxFloat32x4(rw_img_mip_5[iPxPos], 0, 0, 0); |
|||
} |
|||
|
|||
void SPD_SetMipmap(FfxInt32x2 iPxPos, FfxInt32 slice, FfxFloat32 value) |
|||
{ |
|||
switch (slice) |
|||
{ |
|||
case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL: |
|||
rw_img_mip_shading_change[iPxPos] = value; |
|||
break; |
|||
case 5: |
|||
rw_img_mip_5[iPxPos] = value; |
|||
break; |
|||
default: |
|||
|
|||
// avoid flattened side effect |
|||
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) || defined(FFX_INTERNAL) |
|||
rw_img_mip_shading_change[iPxPos] = rw_img_mip_shading_change[iPxPos]; |
|||
#elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) || defined(FFX_INTERNAL) |
|||
rw_img_mip_5[iPxPos] = rw_img_mip_5[iPxPos]; |
|||
#endif |
|||
break; |
|||
} |
|||
} |
|||
|
|||
void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter) |
|||
{ |
|||
InterlockedAdd(rw_spd_global_atomic[FfxInt32x2(0,0)], 1, spdCounter); |
|||
} |
|||
|
|||
void SPD_ResetAtomicCounter() |
|||
{ |
|||
rw_spd_global_atomic[FfxInt32x2(0,0)] = 0; |
|||
} |
|||
|
|||
#include "ffx_fsr2_compute_luminance_pyramid.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 256 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT |
|||
void CS(uint3 WorkGroupId : SV_GroupID, uint LocalThreadIndex : SV_GroupIndex) |
|||
{ |
|||
ComputeAutoExposure(WorkGroupId, LocalThreadIndex); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 19dfb00afb70c3144b43ec2dc05ecdd9 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,258 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_DEPTH_CLIP_H |
|||
#define FFX_FSR2_DEPTH_CLIP_H |
|||
|
|||
FFX_STATIC const FfxFloat32 DepthClipBaseScale = 4.0f; |
|||
|
|||
FfxFloat32 ComputeDepthClip(FfxFloat32x2 fUvSample, FfxFloat32 fCurrentDepthSample) |
|||
{ |
|||
FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(fCurrentDepthSample); |
|||
BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fUvSample, RenderSize()); |
|||
|
|||
FfxFloat32 fDilatedSum = 0.0f; |
|||
FfxFloat32 fDepth = 0.0f; |
|||
FfxFloat32 fWeightSum = 0.0f; |
|||
for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) { |
|||
|
|||
const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex]; |
|||
const FfxInt32x2 iSamplePos = bilinearInfo.iBasePos + iOffset; |
|||
|
|||
if (IsOnScreen(iSamplePos, RenderSize())) { |
|||
const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex]; |
|||
if (fWeight > fReconstructedDepthBilinearWeightThreshold) { |
|||
|
|||
const FfxFloat32 fPrevDepthSample = LoadReconstructedPrevDepth(iSamplePos); |
|||
const FfxFloat32 fPrevNearestDepthViewSpace = GetViewSpaceDepth(fPrevDepthSample); |
|||
|
|||
const FfxFloat32 fDepthDiff = fCurrentDepthViewSpace - fPrevNearestDepthViewSpace; |
|||
|
|||
if (fDepthDiff > 0.0f) { |
|||
|
|||
#if FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
const FfxFloat32 fPlaneDepth = ffxMin(fPrevDepthSample, fCurrentDepthSample); |
|||
#else |
|||
const FfxFloat32 fPlaneDepth = ffxMax(fPrevDepthSample, fCurrentDepthSample); |
|||
#endif |
|||
|
|||
const FfxFloat32x3 fCenter = GetViewSpacePosition(FfxInt32x2(RenderSize() * 0.5f), RenderSize(), fPlaneDepth); |
|||
const FfxFloat32x3 fCorner = GetViewSpacePosition(FfxInt32x2(0, 0), RenderSize(), fPlaneDepth); |
|||
|
|||
const FfxFloat32 fHalfViewportWidth = length(FfxFloat32x2(RenderSize())); |
|||
const FfxFloat32 fDepthThreshold = ffxMax(fCurrentDepthViewSpace, fPrevNearestDepthViewSpace); |
|||
|
|||
const FfxFloat32 Ksep = 1.37e-05f; |
|||
const FfxFloat32 Kfov = length(fCorner) / length(fCenter); |
|||
const FfxFloat32 fRequiredDepthSeparation = Ksep * Kfov * fHalfViewportWidth * fDepthThreshold; |
|||
|
|||
const FfxFloat32 fResolutionFactor = ffxSaturate(length(FfxFloat32x2(RenderSize())) / length(FfxFloat32x2(1920.0f, 1080.0f))); |
|||
const FfxFloat32 fPower = ffxLerp(1.0f, 3.0f, fResolutionFactor); |
|||
fDepth += ffxPow(ffxSaturate(FfxFloat32(fRequiredDepthSeparation / fDepthDiff)), fPower) * fWeight; |
|||
fWeightSum += fWeight; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
return (fWeightSum > 0) ? ffxSaturate(1.0f - fDepth / fWeightSum) : 0.0f; |
|||
} |
|||
|
|||
FfxFloat32 ComputeMotionDivergence(FfxInt32x2 iPxPos, FfxInt32x2 iPxInputMotionVectorSize) |
|||
{ |
|||
FfxFloat32 minconvergence = 1.0f; |
|||
|
|||
FfxFloat32x2 fMotionVectorNucleus = LoadInputMotionVector(iPxPos); |
|||
FfxFloat32 fNucleusVelocityLr = length(fMotionVectorNucleus * RenderSize()); |
|||
FfxFloat32 fMaxVelocityUv = length(fMotionVectorNucleus); |
|||
|
|||
const FfxFloat32 MotionVectorVelocityEpsilon = 1e-02f; |
|||
|
|||
if (fNucleusVelocityLr > MotionVectorVelocityEpsilon) { |
|||
for (FfxInt32 y = -1; y <= 1; ++y) { |
|||
for (FfxInt32 x = -1; x <= 1; ++x) { |
|||
|
|||
FfxInt32x2 sp = ClampLoad(iPxPos, FfxInt32x2(x, y), iPxInputMotionVectorSize); |
|||
|
|||
FfxFloat32x2 fMotionVector = LoadInputMotionVector(sp); |
|||
FfxFloat32 fVelocityUv = length(fMotionVector); |
|||
|
|||
fMaxVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv); |
|||
fVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv); |
|||
minconvergence = ffxMin(minconvergence, dot(fMotionVector / fVelocityUv, fMotionVectorNucleus / fVelocityUv)); |
|||
} |
|||
} |
|||
} |
|||
|
|||
return ffxSaturate(1.0f - minconvergence) * ffxSaturate(fMaxVelocityUv / 0.01f); |
|||
} |
|||
|
|||
FfxFloat32 ComputeDepthDivergence(FfxInt32x2 iPxPos) |
|||
{ |
|||
const FfxFloat32 fMaxDistInMeters = GetMaxDistanceInMeters(); |
|||
FfxFloat32 fDepthMax = 0.0f; |
|||
FfxFloat32 fDepthMin = fMaxDistInMeters; |
|||
|
|||
FfxInt32 iMaxDistFound = 0; |
|||
|
|||
for (FfxInt32 y = -1; y < 2; y++) { |
|||
for (FfxInt32 x = -1; x < 2; x++) { |
|||
|
|||
const FfxInt32x2 iOffset = FfxInt32x2(x, y); |
|||
const FfxInt32x2 iSamplePos = iPxPos + iOffset; |
|||
|
|||
const FfxFloat32 fOnScreenFactor = IsOnScreen(iSamplePos, RenderSize()) ? 1.0f : 0.0f; |
|||
FfxFloat32 fDepth = GetViewSpaceDepthInMeters(LoadDilatedDepth(iSamplePos)) * fOnScreenFactor; |
|||
|
|||
iMaxDistFound |= FfxInt32(fMaxDistInMeters == fDepth); |
|||
|
|||
fDepthMin = ffxMin(fDepthMin, fDepth); |
|||
fDepthMax = ffxMax(fDepthMax, fDepth); |
|||
} |
|||
} |
|||
|
|||
return (1.0f - fDepthMin / fDepthMax) * (FfxBoolean(iMaxDistFound) ? 0.0f : 1.0f); |
|||
} |
|||
|
|||
FfxFloat32 ComputeTemporalMotionDivergence(FfxInt32x2 iPxPos) |
|||
{ |
|||
const FfxFloat32x2 fUv = FfxFloat32x2(iPxPos + 0.5f) / RenderSize(); |
|||
|
|||
FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos); |
|||
FfxFloat32x2 fReprojectedUv = fUv + fMotionVector; |
|||
fReprojectedUv = ClampUv(fReprojectedUv, RenderSize(), MaxRenderSize()); |
|||
FfxFloat32x2 fPrevMotionVector = SamplePreviousDilatedMotionVector(fReprojectedUv); |
|||
|
|||
float fPxDistance = length(fMotionVector * DisplaySize()); |
|||
return fPxDistance > 1.0f ? ffxLerp(0.0f, 1.0f - ffxSaturate(length(fPrevMotionVector) / length(fMotionVector)), ffxSaturate(ffxPow(fPxDistance / 20.0f, 3.0f))) : 0; |
|||
} |
|||
|
|||
void PreProcessReactiveMasks(FfxInt32x2 iPxLrPos, FfxFloat32 fMotionDivergence) |
|||
{ |
|||
// Compensate for bilinear sampling in accumulation pass |
|||
|
|||
FfxFloat32x3 fReferenceColor = LoadInputColor(iPxLrPos).xyz; |
|||
FfxFloat32x2 fReactiveFactor = FfxFloat32x2(0.0f, fMotionDivergence); |
|||
|
|||
float fMasksSum = 0.0f; |
|||
|
|||
FfxFloat32x3 fColorSamples[9]; |
|||
FfxFloat32 fReactiveSamples[9]; |
|||
FfxFloat32 fTransparencyAndCompositionSamples[9]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 y = -1; y < 2; y++) { |
|||
FFX_UNROLL |
|||
for (FfxInt32 x = -1; x < 2; x++) { |
|||
|
|||
const FfxInt32x2 sampleCoord = ClampLoad(iPxLrPos, FfxInt32x2(x, y), FfxInt32x2(RenderSize())); |
|||
|
|||
FfxInt32 sampleIdx = (y + 1) * 3 + x + 1; |
|||
|
|||
FfxFloat32x3 fColorSample = LoadInputColor(sampleCoord).xyz; |
|||
FfxFloat32 fReactiveSample = LoadReactiveMask(sampleCoord); |
|||
FfxFloat32 fTransparencyAndCompositionSample = LoadTransparencyAndCompositionMask(sampleCoord); |
|||
|
|||
fColorSamples[sampleIdx] = fColorSample; |
|||
fReactiveSamples[sampleIdx] = fReactiveSample; |
|||
fTransparencyAndCompositionSamples[sampleIdx] = fTransparencyAndCompositionSample; |
|||
|
|||
fMasksSum += (fReactiveSample + fTransparencyAndCompositionSample); |
|||
} |
|||
} |
|||
|
|||
if (fMasksSum > 0) |
|||
{ |
|||
for (FfxInt32 sampleIdx = 0; sampleIdx < 9; sampleIdx++) |
|||
{ |
|||
FfxFloat32x3 fColorSample = fColorSamples[sampleIdx]; |
|||
FfxFloat32 fReactiveSample = fReactiveSamples[sampleIdx]; |
|||
FfxFloat32 fTransparencyAndCompositionSample = fTransparencyAndCompositionSamples[sampleIdx]; |
|||
|
|||
const FfxFloat32 fMaxLenSq = ffxMax(dot(fReferenceColor, fReferenceColor), dot(fColorSample, fColorSample)); |
|||
const FfxFloat32 fSimilarity = dot(fReferenceColor, fColorSample) / fMaxLenSq; |
|||
|
|||
// Increase power for non-similar samples |
|||
const FfxFloat32 fPowerBiasMax = 6.0f; |
|||
const FfxFloat32 fSimilarityPower = 1.0f + (fPowerBiasMax - fSimilarity * fPowerBiasMax); |
|||
const FfxFloat32 fWeightedReactiveSample = ffxPow(fReactiveSample, fSimilarityPower); |
|||
const FfxFloat32 fWeightedTransparencyAndCompositionSample = ffxPow(fTransparencyAndCompositionSample, fSimilarityPower); |
|||
|
|||
fReactiveFactor = ffxMax(fReactiveFactor, FfxFloat32x2(fWeightedReactiveSample, fWeightedTransparencyAndCompositionSample)); |
|||
} |
|||
} |
|||
|
|||
StoreDilatedReactiveMasks(iPxLrPos, fReactiveFactor); |
|||
} |
|||
|
|||
FfxFloat32x3 ComputePreparedInputColor(FfxInt32x2 iPxLrPos) |
|||
{ |
|||
//We assume linear data. if non-linear input (sRGB, ...), |
|||
//then we should convert to linear first and back to sRGB on output. |
|||
FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos)); |
|||
|
|||
fRgb = PrepareRgb(fRgb, Exposure(), PreExposure()); |
|||
|
|||
const FfxFloat32x3 fPreparedYCoCg = RGBToYCoCg(fRgb); |
|||
|
|||
return fPreparedYCoCg; |
|||
} |
|||
|
|||
FfxFloat32 EvaluateSurface(FfxInt32x2 iPxPos, FfxFloat32x2 fMotionVector) |
|||
{ |
|||
FfxFloat32 d0 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, -1))); |
|||
FfxFloat32 d1 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 0))); |
|||
FfxFloat32 d2 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 1))); |
|||
|
|||
return 1.0f - FfxFloat32(((d0 - d1) > (d1 * 0.01f)) && ((d1 - d2) > (d2 * 0.01f))); |
|||
} |
|||
|
|||
void DepthClip(FfxInt32x2 iPxPos) |
|||
{ |
|||
FfxFloat32x2 fDepthUv = (iPxPos + 0.5f) / RenderSize(); |
|||
FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos); |
|||
|
|||
// Discard tiny mvs |
|||
fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.01f); |
|||
|
|||
const FfxFloat32x2 fDilatedUv = fDepthUv + fMotionVector; |
|||
const FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos); |
|||
const FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(LoadInputDepth(iPxPos)); |
|||
|
|||
// Compute prepared input color and depth clip |
|||
FfxFloat32 fDepthClip = ComputeDepthClip(fDilatedUv, fDilatedDepth) * EvaluateSurface(iPxPos, fMotionVector); |
|||
FfxFloat32x3 fPreparedYCoCg = ComputePreparedInputColor(iPxPos); |
|||
StorePreparedInputColor(iPxPos, FfxFloat32x4(fPreparedYCoCg, fDepthClip)); |
|||
|
|||
// Compute dilated reactive mask |
|||
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
|||
FfxInt32x2 iSamplePos = iPxPos; |
|||
#else |
|||
FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxPos); |
|||
#endif |
|||
|
|||
FfxFloat32 fMotionDivergence = ComputeMotionDivergence(iSamplePos, RenderSize()); |
|||
FfxFloat32 fTemporalMotionDifference = ffxSaturate(ComputeTemporalMotionDivergence(iPxPos) - ComputeDepthDivergence(iPxPos)); |
|||
|
|||
PreProcessReactiveMasks(iPxPos, ffxMax(fTemporalMotionDifference, fMotionDivergence)); |
|||
} |
|||
|
|||
#endif //!defined( FFX_FSR2_DEPTH_CLIPH ) |
|||
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|||
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@ -1,66 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0 |
|||
#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 1 |
|||
#define FSR2_BIND_SRV_DILATED_DEPTH 2 |
|||
#define FSR2_BIND_SRV_REACTIVE_MASK 3 |
|||
#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4 |
|||
#define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 5 |
|||
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 6 |
|||
#define FSR2_BIND_SRV_INPUT_COLOR 7 |
|||
#define FSR2_BIND_SRV_INPUT_DEPTH 8 |
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 9 |
|||
|
|||
#define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 0 |
|||
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 1 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
#include "ffx_fsr2_sample.h" |
|||
#include "ffx_fsr2_depth_clip.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_PREFER_WAVE64 |
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS( |
|||
int2 iGroupId : SV_GroupID, |
|||
int2 iDispatchThreadId : SV_DispatchThreadID, |
|||
int2 iGroupThreadId : SV_GroupThreadID, |
|||
int iGroupIndex : SV_GroupIndex) |
|||
{ |
|||
DepthClip(iDispatchThreadId); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 7981b48622ddaa944909ebf209284d83 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,115 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_LOCK_H |
|||
#define FFX_FSR2_LOCK_H |
|||
|
|||
void ClearResourcesForNextFrame(in FfxInt32x2 iPxHrPos) |
|||
{ |
|||
if (all(FFX_LESS_THAN(iPxHrPos, FfxInt32x2(RenderSize())))) |
|||
{ |
|||
#if FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
const FfxUInt32 farZ = 0x0; |
|||
#else |
|||
const FfxUInt32 farZ = 0x3f800000; |
|||
#endif |
|||
SetReconstructedDepth(iPxHrPos, farZ); |
|||
} |
|||
} |
|||
|
|||
FfxBoolean ComputeThinFeatureConfidence(FfxInt32x2 pos) |
|||
{ |
|||
const FfxInt32 RADIUS = 1; |
|||
|
|||
FfxFloat32 fNucleus = LoadLockInputLuma(pos); |
|||
|
|||
FfxFloat32 similar_threshold = 1.05f; |
|||
FfxFloat32 dissimilarLumaMin = FSR2_FLT_MAX; |
|||
FfxFloat32 dissimilarLumaMax = 0; |
|||
|
|||
/* |
|||
0 1 2 |
|||
3 4 5 |
|||
6 7 8 |
|||
*/ |
|||
|
|||
#define SETBIT(x) (1U << x) |
|||
|
|||
FfxUInt32 mask = SETBIT(4); //flag fNucleus as similar |
|||
|
|||
const FfxUInt32 uNumRejectionMasks = 4; |
|||
const FfxUInt32 uRejectionMasks[uNumRejectionMasks] = { |
|||
SETBIT(0) | SETBIT(1) | SETBIT(3) | SETBIT(4), //Upper left |
|||
SETBIT(1) | SETBIT(2) | SETBIT(4) | SETBIT(5), //Upper right |
|||
SETBIT(3) | SETBIT(4) | SETBIT(6) | SETBIT(7), //Lower left |
|||
SETBIT(4) | SETBIT(5) | SETBIT(7) | SETBIT(8), //Lower right |
|||
}; |
|||
|
|||
FfxInt32 idx = 0; |
|||
FFX_UNROLL |
|||
for (FfxInt32 y = -RADIUS; y <= RADIUS; y++) { |
|||
FFX_UNROLL |
|||
for (FfxInt32 x = -RADIUS; x <= RADIUS; x++, idx++) { |
|||
if (x == 0 && y == 0) continue; |
|||
|
|||
FfxInt32x2 samplePos = ClampLoad(pos, FfxInt32x2(x, y), FfxInt32x2(RenderSize())); |
|||
|
|||
FfxFloat32 sampleLuma = LoadLockInputLuma(samplePos); |
|||
FfxFloat32 difference = ffxMax(sampleLuma, fNucleus) / ffxMin(sampleLuma, fNucleus); |
|||
|
|||
if (difference > 0 && (difference < similar_threshold)) { |
|||
mask |= SETBIT(idx); |
|||
} else { |
|||
dissimilarLumaMin = ffxMin(dissimilarLumaMin, sampleLuma); |
|||
dissimilarLumaMax = ffxMax(dissimilarLumaMax, sampleLuma); |
|||
} |
|||
} |
|||
} |
|||
|
|||
FfxBoolean isRidge = fNucleus > dissimilarLumaMax || fNucleus < dissimilarLumaMin; |
|||
|
|||
if (FFX_FALSE == isRidge) { |
|||
|
|||
return false; |
|||
} |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 i = 0; i < 4; i++) { |
|||
|
|||
if ((mask & uRejectionMasks[i]) == uRejectionMasks[i]) { |
|||
return false; |
|||
} |
|||
} |
|||
|
|||
return true; |
|||
} |
|||
|
|||
void ComputeLock(FfxInt32x2 iPxLrPos) |
|||
{ |
|||
if (ComputeThinFeatureConfidence(iPxLrPos)) |
|||
{ |
|||
StoreNewLocks(ComputeHrPosFromLrPos(iPxLrPos), 1.f); |
|||
} |
|||
|
|||
ClearResourcesForNextFrame(iPxLrPos); |
|||
} |
|||
|
|||
#endif // FFX_FSR2_LOCK_H |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 9b4cdc5f81194ac4fa946c31b86234ed |
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|||
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Exclude GameCoreXboxOne: 1 |
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Exclude OSXUniversal: 1 |
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Exclude PS4: 1 |
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@ -1,53 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_LOCK_INPUT_LUMA 0 |
|||
#define FSR2_BIND_UAV_NEW_LOCKS 0 |
|||
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 1 |
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
#include "ffx_fsr2_sample.h" |
|||
#include "ffx_fsr2_lock.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_PREFER_WAVE64 |
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) |
|||
{ |
|||
uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId; |
|||
|
|||
ComputeLock(uDispatchThreadId); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 471a3f7a033c72f4fa737d4f8238a9bd |
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|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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@ -1,106 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_POSTPROCESS_LOCK_STATUS_H |
|||
#define FFX_FSR2_POSTPROCESS_LOCK_STATUS_H |
|||
|
|||
FfxFloat32x4 WrapShadingChangeLuma(FfxInt32x2 iPxSample) |
|||
{ |
|||
return FfxFloat32x4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample) |
|||
{ |
|||
return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0); |
|||
} |
|||
#endif |
|||
|
|||
#if FFX_FSR2_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
DeclareCustomFetchBilinearSamplesMin16(FetchShadingChangeLumaSamples, WrapShadingChangeLuma) |
|||
#else |
|||
DeclareCustomFetchBicubicSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma) |
|||
#endif |
|||
DeclareCustomTextureSample(ShadingChangeLumaSample, Lanczos2, FetchShadingChangeLumaSamples) |
|||
|
|||
FfxFloat32 GetShadingChangeLuma(FfxInt32x2 iPxHrPos, FfxFloat32x2 fUvCoord) |
|||
{ |
|||
FfxFloat32 fShadingChangeLuma = 0; |
|||
|
|||
#if 0 |
|||
fShadingChangeLuma = Exposure() * exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()).x); |
|||
#else |
|||
|
|||
const FfxFloat32 fDiv = FfxFloat32(2 << LumaMipLevelToUse()); |
|||
FfxInt32x2 iMipRenderSize = FfxInt32x2(RenderSize() / fDiv); |
|||
|
|||
fUvCoord = ClampUv(fUvCoord, iMipRenderSize, LumaMipDimensions()); |
|||
fShadingChangeLuma = Exposure() * exp(FfxFloat32(SampleMipLuma(fUvCoord, LumaMipLevelToUse()))); |
|||
#endif |
|||
|
|||
fShadingChangeLuma = ffxPow(fShadingChangeLuma, 1.0f / 6.0f); |
|||
|
|||
return fShadingChangeLuma; |
|||
} |
|||
|
|||
void UpdateLockStatus(AccumulationPassCommonParams params, |
|||
FFX_PARAMETER_INOUT FfxFloat32 fReactiveFactor, LockState state, |
|||
FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus, |
|||
FFX_PARAMETER_OUT FfxFloat32 fLockContributionThisFrame, |
|||
FFX_PARAMETER_OUT FfxFloat32 fLuminanceDiff) { |
|||
|
|||
const FfxFloat32 fShadingChangeLuma = GetShadingChangeLuma(params.iPxHrPos, params.fHrUv); |
|||
|
|||
//init temporal shading change factor, init to -1 or so in reproject to know if "true new"? |
|||
fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == FfxFloat32(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA]; |
|||
|
|||
FfxFloat32 fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA]; |
|||
|
|||
fLuminanceDiff = 1.0f - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma); |
|||
|
|||
if (state.NewLock) { |
|||
fLockStatus[LOCK_TEMPORAL_LUMA] = fShadingChangeLuma; |
|||
|
|||
fLockStatus[LOCK_LIFETIME_REMAINING] = (fLockStatus[LOCK_LIFETIME_REMAINING] != 0.0f) ? 2.0f : 1.0f; |
|||
} |
|||
else if(fLockStatus[LOCK_LIFETIME_REMAINING] <= 1.0f) { |
|||
fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], FfxFloat32(fShadingChangeLuma), 0.5f); |
|||
} |
|||
else { |
|||
if (fLuminanceDiff > 0.1f) { |
|||
KillLock(fLockStatus); |
|||
} |
|||
} |
|||
|
|||
fReactiveFactor = ffxMax(fReactiveFactor, ffxSaturate((fLuminanceDiff - 0.1f) * 10.0f)); |
|||
fLockStatus[LOCK_LIFETIME_REMAINING] *= (1.0f - fReactiveFactor); |
|||
|
|||
fLockStatus[LOCK_LIFETIME_REMAINING] *= ffxSaturate(1.0f - params.fAccumulationMask); |
|||
fLockStatus[LOCK_LIFETIME_REMAINING] *= FfxFloat32(params.fDepthClipFactor < 0.1f); |
|||
|
|||
// Compute this frame lock contribution |
|||
const FfxFloat32 fLifetimeContribution = ffxSaturate(fLockStatus[LOCK_LIFETIME_REMAINING] - 1.0f); |
|||
const FfxFloat32 fShadingChangeContribution = ffxSaturate(MinDividedByMax(fLockStatus[LOCK_TEMPORAL_LUMA], fShadingChangeLuma)); |
|||
|
|||
fLockContributionThisFrame = ffxSaturate(ffxSaturate(fLifetimeContribution * 4.0f) * fShadingChangeContribution); |
|||
} |
|||
|
|||
#endif //!defined( FFX_FSR2_POSTPROCESS_LOCK_STATUS_H ) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 3945c3cfd2cc1a64cb0513864d88d8ca |
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serializedVersion: 2 |
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iconMap: {} |
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defineConstraints: [] |
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DefaultValueInitialized: true |
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@ -1,67 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define GROUP_SIZE 8 |
|||
|
|||
#define FSR_RCAS_DENOISE 1 |
|||
|
|||
void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor) |
|||
{ |
|||
StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor); |
|||
} |
|||
|
|||
#define FSR_RCAS_F |
|||
FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p) |
|||
{ |
|||
FfxFloat32x4 fColor = LoadRCAS_Input(p); |
|||
|
|||
fColor.rgb = PrepareRgb(fColor.rgb, Exposure(), PreExposure()); |
|||
|
|||
return fColor; |
|||
} |
|||
|
|||
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {} |
|||
|
|||
#include "ffx_fsr1.h" |
|||
|
|||
|
|||
void CurrFilter(FFX_MIN16_U2 pos) |
|||
{ |
|||
FfxFloat32x3 c; |
|||
FsrRcasF(c.r, c.g, c.b, pos, RCASConfig()); |
|||
|
|||
c = UnprepareRgb(c, Exposure()); |
|||
|
|||
WriteUpscaledOutput(pos, c); |
|||
} |
|||
|
|||
void RCAS(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); |
|||
CurrFilter(FFX_MIN16_U2(gxy)); |
|||
gxy.x += 8u; |
|||
CurrFilter(FFX_MIN16_U2(gxy)); |
|||
gxy.y += 8u; |
|||
CurrFilter(FFX_MIN16_U2(gxy)); |
|||
gxy.x -= 8u; |
|||
CurrFilter(FFX_MIN16_U2(gxy)); |
|||
} |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 7bd7d4eb34c626342966cb9b3fe00363 |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
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defineConstraints: [] |
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isPreloaded: 0 |
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isOverridable: 0 |
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isExplicitlyReferenced: 0 |
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validateReferences: 1 |
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platformData: |
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Exclude PS4: 1 |
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DefaultValueInitialized: true |
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@ -1,75 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 0 |
|||
#define FSR2_BIND_SRV_RCAS_INPUT 1 |
|||
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 0 |
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
#define FSR2_BIND_CB_RCAS 1 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
//Move to prototype shader! |
|||
#if defined(FSR2_BIND_CB_RCAS) |
|||
cbuffer cbRCAS : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_RCAS) |
|||
{ |
|||
uint4 rcasConfig; |
|||
}; |
|||
|
|||
uint4 RCASConfig() |
|||
{ |
|||
return rcasConfig; |
|||
} |
|||
#else |
|||
uint4 RCASConfig() |
|||
{ |
|||
return 0; |
|||
} |
|||
#endif |
|||
|
|||
|
|||
float4 LoadRCAS_Input(FfxInt32x2 iPxPos) |
|||
{ |
|||
return r_rcas_input[iPxPos]; |
|||
} |
|||
|
|||
#include "ffx_fsr2_rcas.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 64 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT |
|||
void CS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID) |
|||
{ |
|||
RCAS(LocalThreadId, WorkGroupId, Dtid); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 871ca1938c701d64f94ef8ec00ef06f4 |
|||
ShaderIncludeImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
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@ -1,145 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H |
|||
#define FFX_FSR2_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H |
|||
|
|||
void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector, FfxInt32x2 iPxDepthSize) |
|||
{ |
|||
fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.1f); |
|||
|
|||
FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / iPxDepthSize; |
|||
FfxFloat32x2 fReprojectedUv = fUv + fMotionVector; |
|||
|
|||
BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize()); |
|||
|
|||
// Project current depth into previous frame locations. |
|||
// Push to all pixels having some contribution if reprojection is using bilinear logic. |
|||
for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) { |
|||
|
|||
const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex]; |
|||
FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex]; |
|||
|
|||
if (fWeight > fReconstructedDepthBilinearWeightThreshold) { |
|||
|
|||
FfxInt32x2 iStorePos = bilinearInfo.iBasePos + iOffset; |
|||
if (IsOnScreen(iStorePos, iPxDepthSize)) { |
|||
StoreReconstructedDepth(iStorePos, fDepth); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
void FindNearestDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxInt32x2 iPxSize, FFX_PARAMETER_OUT FfxFloat32 fNearestDepth, FFX_PARAMETER_OUT FfxInt32x2 fNearestDepthCoord) |
|||
{ |
|||
const FfxInt32 iSampleCount = 9; |
|||
const FfxInt32x2 iSampleOffsets[iSampleCount] = { |
|||
FfxInt32x2(+0, +0), |
|||
FfxInt32x2(+1, +0), |
|||
FfxInt32x2(+0, +1), |
|||
FfxInt32x2(+0, -1), |
|||
FfxInt32x2(-1, +0), |
|||
FfxInt32x2(-1, +1), |
|||
FfxInt32x2(+1, +1), |
|||
FfxInt32x2(-1, -1), |
|||
FfxInt32x2(+1, -1), |
|||
}; |
|||
|
|||
// pull out the depth loads to allow SC to batch them |
|||
FfxFloat32 depth[9]; |
|||
FfxInt32 iSampleIndex = 0; |
|||
FFX_UNROLL |
|||
for (iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) { |
|||
|
|||
FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex]; |
|||
depth[iSampleIndex] = LoadInputDepth(iPos); |
|||
} |
|||
|
|||
// find closest depth |
|||
fNearestDepthCoord = iPxPos; |
|||
fNearestDepth = depth[0]; |
|||
FFX_UNROLL |
|||
for (iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex) { |
|||
|
|||
FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex]; |
|||
if (IsOnScreen(iPos, iPxSize)) { |
|||
|
|||
FfxFloat32 fNdDepth = depth[iSampleIndex]; |
|||
#if FFX_FSR2_OPTION_INVERTED_DEPTH |
|||
if (fNdDepth > fNearestDepth) { |
|||
#else |
|||
if (fNdDepth < fNearestDepth) { |
|||
#endif |
|||
fNearestDepthCoord = iPos; |
|||
fNearestDepth = fNdDepth; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
FfxFloat32 ComputeLockInputLuma(FfxInt32x2 iPxLrPos) |
|||
{ |
|||
//We assume linear data. if non-linear input (sRGB, ...), |
|||
//then we should convert to linear first and back to sRGB on output. |
|||
FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos)); |
|||
|
|||
// Use internal auto exposure for locking logic |
|||
fRgb /= PreExposure(); |
|||
fRgb *= Exposure(); |
|||
|
|||
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT |
|||
fRgb = Tonemap(fRgb); |
|||
#endif |
|||
|
|||
//compute luma used to lock pixels, if used elsewhere the ffxPow must be moved! |
|||
const FfxFloat32 fLockInputLuma = ffxPow(RGBToPerceivedLuma(fRgb), FfxFloat32(1.0 / 6.0)); |
|||
|
|||
return fLockInputLuma; |
|||
} |
|||
|
|||
void ReconstructAndDilate(FfxInt32x2 iPxLrPos) |
|||
{ |
|||
FfxFloat32 fDilatedDepth; |
|||
FfxInt32x2 iNearestDepthCoord; |
|||
|
|||
FindNearestDepth(iPxLrPos, RenderSize(), fDilatedDepth, iNearestDepthCoord); |
|||
|
|||
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
|||
FfxInt32x2 iSamplePos = iPxLrPos; |
|||
FfxInt32x2 iMotionVectorPos = iNearestDepthCoord; |
|||
#else |
|||
FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxLrPos); |
|||
FfxInt32x2 iMotionVectorPos = ComputeHrPosFromLrPos(iNearestDepthCoord); |
|||
#endif |
|||
|
|||
FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iMotionVectorPos); |
|||
|
|||
StoreDilatedDepth(iPxLrPos, fDilatedDepth); |
|||
StoreDilatedMotionVector(iPxLrPos, fDilatedMotionVector); |
|||
|
|||
ReconstructPrevDepth(iPxLrPos, fDilatedDepth, fDilatedMotionVector, RenderSize()); |
|||
|
|||
FfxFloat32 fLockInputLuma = ComputeLockInputLuma(iPxLrPos); |
|||
StoreLockInputLuma(iPxLrPos, fLockInputLuma); |
|||
} |
|||
|
|||
|
|||
#endif //!defined( FFX_FSR2_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H ) |
|||
@ -1,60 +0,0 @@ |
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Exclude GameCoreXboxOne: 1 |
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Exclude Linux64: 1 |
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Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
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@ -1,63 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 0 |
|||
#define FSR2_BIND_SRV_INPUT_DEPTH 1 |
|||
#define FSR2_BIND_SRV_INPUT_COLOR 2 |
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 3 |
|||
|
|||
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0 |
|||
#define FSR2_BIND_UAV_DILATED_MOTION_VECTORS 1 |
|||
#define FSR2_BIND_UAV_DILATED_DEPTH 2 |
|||
#define FSR2_BIND_UAV_LOCK_INPUT_LUMA 3 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
#include "ffx_fsr2_sample.h" |
|||
#include "ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_PREFER_WAVE64 |
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS( |
|||
int2 iGroupId : SV_GroupID, |
|||
int2 iDispatchThreadId : SV_DispatchThreadID, |
|||
int2 iGroupThreadId : SV_GroupThreadID, |
|||
int iGroupIndex : SV_GroupIndex |
|||
) |
|||
{ |
|||
ReconstructAndDilate(iDispatchThreadId); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 9355c255c8505ae48ae89af286943747 |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,136 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_REPROJECT_H |
|||
#define FFX_FSR2_REPROJECT_H |
|||
|
|||
#ifndef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
|||
#define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 0 // Reference |
|||
#endif |
|||
|
|||
FfxFloat32x4 WrapHistory(FfxInt32x2 iPxSample) |
|||
{ |
|||
return LoadHistory(iPxSample); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 WrapHistory(FFX_MIN16_I2 iPxSample) |
|||
{ |
|||
return FFX_MIN16_F4(LoadHistory(iPxSample)); |
|||
} |
|||
#endif |
|||
|
|||
|
|||
#if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
DeclareCustomFetchBicubicSamplesMin16(FetchHistorySamples, WrapHistory) |
|||
DeclareCustomTextureSampleMin16(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) |
|||
#else |
|||
DeclareCustomFetchBicubicSamples(FetchHistorySamples, WrapHistory) |
|||
DeclareCustomTextureSample(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) |
|||
#endif |
|||
|
|||
FfxFloat32x4 WrapLockStatus(FfxInt32x2 iPxSample) |
|||
{ |
|||
FfxFloat32x4 fSample = FfxFloat32x4(LoadLockStatus(iPxSample), 0.0f, 0.0f); |
|||
return fSample; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 WrapLockStatus(FFX_MIN16_I2 iPxSample) |
|||
{ |
|||
FFX_MIN16_F4 fSample = FFX_MIN16_F4(LoadLockStatus(iPxSample), 0.0, 0.0); |
|||
|
|||
return fSample; |
|||
} |
|||
#endif |
|||
|
|||
#if 1 |
|||
#if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
DeclareCustomFetchBilinearSamplesMin16(FetchLockStatusSamples, WrapLockStatus) |
|||
DeclareCustomTextureSampleMin16(LockStatusSample, Bilinear, FetchLockStatusSamples) |
|||
#else |
|||
DeclareCustomFetchBilinearSamples(FetchLockStatusSamples, WrapLockStatus) |
|||
DeclareCustomTextureSample(LockStatusSample, Bilinear, FetchLockStatusSamples) |
|||
#endif |
|||
#else |
|||
#if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
DeclareCustomFetchBicubicSamplesMin16(FetchLockStatusSamples, WrapLockStatus) |
|||
DeclareCustomTextureSampleMin16(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) |
|||
#else |
|||
DeclareCustomFetchBicubicSamples(FetchLockStatusSamples, WrapLockStatus) |
|||
DeclareCustomTextureSample(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) |
|||
#endif |
|||
#endif |
|||
|
|||
FfxFloat32x2 GetMotionVector(FfxInt32x2 iPxHrPos, FfxFloat32x2 fHrUv) |
|||
{ |
|||
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
|||
FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(FFX_MIN16_I2(fHrUv * RenderSize())); |
|||
#else |
|||
FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iPxHrPos); |
|||
#endif |
|||
|
|||
return fDilatedMotionVector; |
|||
} |
|||
|
|||
FfxBoolean IsUvInside(FfxFloat32x2 fUv) |
|||
{ |
|||
return (fUv.x >= 0.0f && fUv.x <= 1.0f) && (fUv.y >= 0.0f && fUv.y <= 1.0f); |
|||
} |
|||
|
|||
void ComputeReprojectedUVs(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxBoolean bIsExistingSample) |
|||
{ |
|||
fReprojectedHrUv = params.fHrUv + params.fMotionVector; |
|||
|
|||
bIsExistingSample = IsUvInside(fReprojectedHrUv); |
|||
} |
|||
|
|||
void ReprojectHistoryColor(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x3 fHistoryColor, FFX_PARAMETER_OUT FfxFloat32 fTemporalReactiveFactor, FFX_PARAMETER_OUT FfxBoolean bInMotionLastFrame) |
|||
{ |
|||
FfxFloat32x4 fHistory = HistorySample(params.fReprojectedHrUv, DisplaySize()); |
|||
|
|||
fHistoryColor = PrepareRgb(fHistory.rgb, Exposure(), PreviousFramePreExposure()); |
|||
|
|||
fHistoryColor = RGBToYCoCg(fHistoryColor); |
|||
|
|||
//Compute temporal reactivity info |
|||
fTemporalReactiveFactor = ffxSaturate(abs(fHistory.w)); |
|||
bInMotionLastFrame = (fHistory.w < 0.0f); |
|||
} |
|||
|
|||
LockState ReprojectHistoryLockStatus(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedLockStatus) |
|||
{ |
|||
LockState state = { FFX_FALSE, FFX_FALSE }; |
|||
const FfxFloat32 fNewLockIntensity = LoadRwNewLocks(params.iPxHrPos); |
|||
state.NewLock = fNewLockIntensity > (127.0f / 255.0f); |
|||
|
|||
FfxFloat32 fInPlaceLockLifetime = state.NewLock ? fNewLockIntensity : 0; |
|||
|
|||
fReprojectedLockStatus = SampleLockStatus(params.fReprojectedHrUv); |
|||
|
|||
if (fReprojectedLockStatus[LOCK_LIFETIME_REMAINING] != FfxFloat32(0.0f)) { |
|||
state.WasLockedPrevFrame = true; |
|||
} |
|||
|
|||
return state; |
|||
} |
|||
|
|||
#endif //!defined( FFX_FSR2_REPROJECT_H ) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
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guid: 63fc917ca6895cb4aac237ea35edb838 |
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PluginImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
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defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
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platformData: |
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enabled: 0 |
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settings: |
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Exclude Editor: 1 |
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Exclude GameCoreScarlett: 1 |
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Exclude GameCoreXboxOne: 1 |
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Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
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Any: |
|||
second: |
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enabled: 0 |
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settings: {} |
|||
- first: |
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Editor: Editor |
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second: |
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enabled: 0 |
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settings: |
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DefaultValueInitialized: true |
|||
- first: |
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Standalone: Linux64 |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
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- first: |
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Standalone: Win |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
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- first: |
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Standalone: Win64 |
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second: |
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enabled: 0 |
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settings: |
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CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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@ -1,105 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_RESOURCES_H |
|||
#define FFX_FSR2_RESOURCES_H |
|||
|
|||
#if defined(FFX_CPU) || defined(FFX_GPU) |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_NULL 0 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY 1 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR 2 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS 3 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH 4 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE 5 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK 6 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK 7 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH 8 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS 9 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH 10 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR 11 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS 12 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS 13 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR 14 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY 15 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT 16 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT 17 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT 18 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT 19 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT 20 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS_1 21 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS_2 22 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_1 23 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_2 24 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_REACTIVITY 25 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_TRANSPARENCY_AND_COMPOSITION 26 |
|||
#define FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT 27 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS 28 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE 29 // same as FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0 29 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_1 30 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_2 31 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_3 32 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4 33 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_5 34 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_6 35 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_7 36 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_8 37 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_9 38 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_10 39 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_11 40 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12 41 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_EXPOSURE 42 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE 43 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTOREACTIVE 44 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTOCOMPOSITION 45 |
|||
|
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR 46 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR 47 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_1 48 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_1 49 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_2 50 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_2 51 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREVIOUS_DILATED_MOTION_VECTORS 52 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DILATED_MOTION_VECTORS_1 53 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DILATED_MOTION_VECTORS_2 54 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY_1 55 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY_2 56 |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA 57 |
|||
|
|||
// Shading change detection mip level setting, value must be in the range [FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0, FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12] |
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4 |
|||
#define FFX_FSR2_SHADING_CHANGE_MIP_LEVEL (FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE - FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE) |
|||
|
|||
#define FFX_FSR2_RESOURCE_IDENTIFIER_COUNT 58 |
|||
|
|||
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_FSR2 0 |
|||
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_SPD 1 |
|||
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_RCAS 2 |
|||
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE 3 |
|||
|
|||
#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP 1 |
|||
#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP 2 |
|||
#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD 4 |
|||
#define FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX 8 |
|||
|
|||
#endif // #if defined(FFX_CPU) || defined(FFX_GPU) |
|||
|
|||
#endif //!defined( FFX_FSR2_RESOURCES_H ) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: fd5bed2bf4ba07444ae815390168a15d |
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serializedVersion: 2 |
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iconMap: {} |
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executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
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platformData: |
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- first: |
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second: |
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enabled: 0 |
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settings: |
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Exclude Editor: 1 |
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Exclude GameCoreScarlett: 1 |
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Exclude GameCoreXboxOne: 1 |
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Exclude Linux64: 1 |
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Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
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settings: {} |
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settings: |
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DefaultValueInitialized: true |
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@ -1,605 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_SAMPLE_H |
|||
#define FFX_FSR2_SAMPLE_H |
|||
|
|||
// suppress warnings |
|||
#ifdef FFX_HLSL |
|||
#pragma warning(disable: 4008) // potentially divide by zero |
|||
#endif //FFX_HLSL |
|||
|
|||
struct FetchedBilinearSamples { |
|||
|
|||
FfxFloat32x4 fColor00; |
|||
FfxFloat32x4 fColor10; |
|||
|
|||
FfxFloat32x4 fColor01; |
|||
FfxFloat32x4 fColor11; |
|||
}; |
|||
|
|||
struct FetchedBicubicSamples { |
|||
|
|||
FfxFloat32x4 fColor00; |
|||
FfxFloat32x4 fColor10; |
|||
FfxFloat32x4 fColor20; |
|||
FfxFloat32x4 fColor30; |
|||
|
|||
FfxFloat32x4 fColor01; |
|||
FfxFloat32x4 fColor11; |
|||
FfxFloat32x4 fColor21; |
|||
FfxFloat32x4 fColor31; |
|||
|
|||
FfxFloat32x4 fColor02; |
|||
FfxFloat32x4 fColor12; |
|||
FfxFloat32x4 fColor22; |
|||
FfxFloat32x4 fColor32; |
|||
|
|||
FfxFloat32x4 fColor03; |
|||
FfxFloat32x4 fColor13; |
|||
FfxFloat32x4 fColor23; |
|||
FfxFloat32x4 fColor33; |
|||
}; |
|||
|
|||
#if FFX_HALF |
|||
struct FetchedBilinearSamplesMin16 { |
|||
|
|||
FFX_MIN16_F4 fColor00; |
|||
FFX_MIN16_F4 fColor10; |
|||
|
|||
FFX_MIN16_F4 fColor01; |
|||
FFX_MIN16_F4 fColor11; |
|||
}; |
|||
|
|||
struct FetchedBicubicSamplesMin16 { |
|||
|
|||
FFX_MIN16_F4 fColor00; |
|||
FFX_MIN16_F4 fColor10; |
|||
FFX_MIN16_F4 fColor20; |
|||
FFX_MIN16_F4 fColor30; |
|||
|
|||
FFX_MIN16_F4 fColor01; |
|||
FFX_MIN16_F4 fColor11; |
|||
FFX_MIN16_F4 fColor21; |
|||
FFX_MIN16_F4 fColor31; |
|||
|
|||
FFX_MIN16_F4 fColor02; |
|||
FFX_MIN16_F4 fColor12; |
|||
FFX_MIN16_F4 fColor22; |
|||
FFX_MIN16_F4 fColor32; |
|||
|
|||
FFX_MIN16_F4 fColor03; |
|||
FFX_MIN16_F4 fColor13; |
|||
FFX_MIN16_F4 fColor23; |
|||
FFX_MIN16_F4 fColor33; |
|||
}; |
|||
#else //FFX_HALF |
|||
#define FetchedBicubicSamplesMin16 FetchedBicubicSamples |
|||
#define FetchedBilinearSamplesMin16 FetchedBilinearSamples |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32x4 Linear(FfxFloat32x4 A, FfxFloat32x4 B, FfxFloat32 t) |
|||
{ |
|||
return A + (B - A) * t; |
|||
} |
|||
|
|||
FfxFloat32x4 Bilinear(FetchedBilinearSamples BilinearSamples, FfxFloat32x2 fPxFrac) |
|||
{ |
|||
FfxFloat32x4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x); |
|||
FfxFloat32x4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x); |
|||
FfxFloat32x4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y); |
|||
return fColorXY; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Linear(FFX_MIN16_F4 A, FFX_MIN16_F4 B, FFX_MIN16_F t) |
|||
{ |
|||
return A + (B - A) * t; |
|||
} |
|||
|
|||
FFX_MIN16_F4 Bilinear(FetchedBilinearSamplesMin16 BilinearSamples, FFX_MIN16_F2 fPxFrac) |
|||
{ |
|||
FFX_MIN16_F4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y); |
|||
return fColorXY; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 Lanczos2NoClamp(FfxFloat32 x) |
|||
{ |
|||
const FfxFloat32 PI = 3.141592653589793f; // TODO: share SDK constants |
|||
return abs(x) < FSR2_EPSILON ? 1.f : (sin(PI * x) / (PI * x)) * (sin(0.5f * PI * x) / (0.5f * PI * x)); |
|||
} |
|||
|
|||
FfxFloat32 Lanczos2(FfxFloat32 x) |
|||
{ |
|||
x = ffxMin(abs(x), 2.0f); |
|||
return Lanczos2NoClamp(x); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
|
|||
#if 0 |
|||
FFX_MIN16_F Lanczos2NoClamp(FFX_MIN16_F x) |
|||
{ |
|||
const FFX_MIN16_F PI = FFX_MIN16_F(3.141592653589793f); // TODO: share SDK constants |
|||
return abs(x) < FFX_MIN16_F(FSR2_EPSILON) ? FFX_MIN16_F(1.f) : (sin(PI * x) / (PI * x)) * (sin(FFX_MIN16_F(0.5f) * PI * x) / (FFX_MIN16_F(0.5f) * PI * x)); |
|||
} |
|||
#endif |
|||
|
|||
FFX_MIN16_F Lanczos2(FFX_MIN16_F x) |
|||
{ |
|||
x = ffxMin(abs(x), FFX_MIN16_F(2.0f)); |
|||
return FFX_MIN16_F(Lanczos2NoClamp(x)); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
// FSR1 lanczos approximation. Input is x*x and must be <= 4. |
|||
FfxFloat32 Lanczos2ApproxSqNoClamp(FfxFloat32 x2) |
|||
{ |
|||
FfxFloat32 a = (2.0f / 5.0f) * x2 - 1; |
|||
FfxFloat32 b = (1.0f / 4.0f) * x2 - 1; |
|||
return ((25.0f / 16.0f) * a * a - (25.0f / 16.0f - 1)) * (b * b); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F Lanczos2ApproxSqNoClamp(FFX_MIN16_F x2) |
|||
{ |
|||
FFX_MIN16_F a = FFX_MIN16_F(2.0f / 5.0f) * x2 - FFX_MIN16_F(1); |
|||
FFX_MIN16_F b = FFX_MIN16_F(1.0f / 4.0f) * x2 - FFX_MIN16_F(1); |
|||
return (FFX_MIN16_F(25.0f / 16.0f) * a * a - FFX_MIN16_F(25.0f / 16.0f - 1)) * (b * b); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32 Lanczos2ApproxSq(FfxFloat32 x2) |
|||
{ |
|||
x2 = ffxMin(x2, 4.0f); |
|||
return Lanczos2ApproxSqNoClamp(x2); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F Lanczos2ApproxSq(FFX_MIN16_F x2) |
|||
{ |
|||
x2 = ffxMin(x2, FFX_MIN16_F(4.0f)); |
|||
return Lanczos2ApproxSqNoClamp(x2); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32 Lanczos2ApproxNoClamp(FfxFloat32 x) |
|||
{ |
|||
return Lanczos2ApproxSqNoClamp(x * x); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F Lanczos2ApproxNoClamp(FFX_MIN16_F x) |
|||
{ |
|||
return Lanczos2ApproxSqNoClamp(x * x); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32 Lanczos2Approx(FfxFloat32 x) |
|||
{ |
|||
return Lanczos2ApproxSq(x * x); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F Lanczos2Approx(FFX_MIN16_F x) |
|||
{ |
|||
return Lanczos2ApproxSq(x * x); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32 Lanczos2_UseLUT(FfxFloat32 x) |
|||
{ |
|||
return SampleLanczos2Weight(abs(x)); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F Lanczos2_UseLUT(FFX_MIN16_F x) |
|||
{ |
|||
return FFX_MIN16_F(SampleLanczos2Weight(abs(x))); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32x4 Lanczos2_UseLUT(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t) |
|||
{ |
|||
FfxFloat32 fWeight0 = Lanczos2_UseLUT(-1.f - t); |
|||
FfxFloat32 fWeight1 = Lanczos2_UseLUT(-0.f - t); |
|||
FfxFloat32 fWeight2 = Lanczos2_UseLUT(+1.f - t); |
|||
FfxFloat32 fWeight3 = Lanczos2_UseLUT(+2.f - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Lanczos2_UseLUT(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t) |
|||
{ |
|||
FFX_MIN16_F fWeight0 = Lanczos2_UseLUT(FFX_MIN16_F(-1.f) - t); |
|||
FFX_MIN16_F fWeight1 = Lanczos2_UseLUT(FFX_MIN16_F(-0.f) - t); |
|||
FFX_MIN16_F fWeight2 = Lanczos2_UseLUT(FFX_MIN16_F(+1.f) - t); |
|||
FFX_MIN16_F fWeight3 = Lanczos2_UseLUT(FFX_MIN16_F(+2.f) - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32x4 Lanczos2(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t) |
|||
{ |
|||
FfxFloat32 fWeight0 = Lanczos2(-1.f - t); |
|||
FfxFloat32 fWeight1 = Lanczos2(-0.f - t); |
|||
FfxFloat32 fWeight2 = Lanczos2(+1.f - t); |
|||
FfxFloat32 fWeight3 = Lanczos2(+2.f - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
|
|||
FfxFloat32x4 Lanczos2(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac) |
|||
{ |
|||
FfxFloat32x4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FfxFloat32x4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FfxFloat32x4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FfxFloat32x4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FfxFloat32x4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FfxFloat32x4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FfxFloat32x4 fDeringingMin = fDeringingSamples[0]; |
|||
FfxFloat32x4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) { |
|||
|
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Lanczos2(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t) |
|||
{ |
|||
FFX_MIN16_F fWeight0 = Lanczos2(FFX_MIN16_F(-1.f) - t); |
|||
FFX_MIN16_F fWeight1 = Lanczos2(FFX_MIN16_F(-0.f) - t); |
|||
FFX_MIN16_F fWeight2 = Lanczos2(FFX_MIN16_F(+1.f) - t); |
|||
FFX_MIN16_F fWeight3 = Lanczos2(FFX_MIN16_F(+2.f) - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
|
|||
FFX_MIN16_F4 Lanczos2(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac) |
|||
{ |
|||
FFX_MIN16_F4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FFX_MIN16_F4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0]; |
|||
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) |
|||
{ |
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
|
|||
FfxFloat32x4 Lanczos2LUT(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac) |
|||
{ |
|||
FfxFloat32x4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FfxFloat32x4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FfxFloat32x4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FfxFloat32x4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FfxFloat32x4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FfxFloat32x4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FfxFloat32x4 fDeringingMin = fDeringingSamples[0]; |
|||
FfxFloat32x4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) { |
|||
|
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Lanczos2LUT(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac) |
|||
{ |
|||
FFX_MIN16_F4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FFX_MIN16_F4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0]; |
|||
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) |
|||
{ |
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
|
|||
|
|||
FfxFloat32x4 Lanczos2Approx(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t) |
|||
{ |
|||
FfxFloat32 fWeight0 = Lanczos2ApproxNoClamp(-1.f - t); |
|||
FfxFloat32 fWeight1 = Lanczos2ApproxNoClamp(-0.f - t); |
|||
FfxFloat32 fWeight2 = Lanczos2ApproxNoClamp(+1.f - t); |
|||
FfxFloat32 fWeight3 = Lanczos2ApproxNoClamp(+2.f - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Lanczos2Approx(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t) |
|||
{ |
|||
FFX_MIN16_F fWeight0 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-1.f) - t); |
|||
FFX_MIN16_F fWeight1 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-0.f) - t); |
|||
FFX_MIN16_F fWeight2 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+1.f) - t); |
|||
FFX_MIN16_F fWeight3 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+2.f) - t); |
|||
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3); |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
FfxFloat32x4 Lanczos2Approx(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac) |
|||
{ |
|||
FfxFloat32x4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FfxFloat32x4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FfxFloat32x4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FfxFloat32x4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FfxFloat32x4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FfxFloat32x4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FfxFloat32x4 fDeringingMin = fDeringingSamples[0]; |
|||
FfxFloat32x4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) |
|||
{ |
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F4 Lanczos2Approx(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac) |
|||
{ |
|||
FFX_MIN16_F4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x); |
|||
FFX_MIN16_F4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y); |
|||
|
|||
// Deringing |
|||
|
|||
// TODO: only use 4 by checking jitter |
|||
const FfxInt32 iDeringingSampleCount = 4; |
|||
const FFX_MIN16_F4 fDeringingSamples[4] = { |
|||
Samples.fColor11, |
|||
Samples.fColor21, |
|||
Samples.fColor12, |
|||
Samples.fColor22, |
|||
}; |
|||
|
|||
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0]; |
|||
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0]; |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) |
|||
{ |
|||
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]); |
|||
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]); |
|||
} |
|||
|
|||
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax); |
|||
|
|||
return fColorXY; |
|||
} |
|||
#endif |
|||
|
|||
// Clamp by offset direction. Assuming iPxSample is already in range and iPxOffset is compile time constant. |
|||
FfxInt32x2 ClampCoord(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize) |
|||
{ |
|||
FfxInt32x2 result = iPxSample + iPxOffset; |
|||
result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x; |
|||
result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x; |
|||
result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y; |
|||
result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y; |
|||
return result; |
|||
} |
|||
#if FFX_HALF |
|||
FFX_MIN16_I2 ClampCoord(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize) |
|||
{ |
|||
FFX_MIN16_I2 result = iPxSample + iPxOffset; |
|||
result.x = (iPxOffset.x < FFX_MIN16_I(0)) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x; |
|||
result.x = (iPxOffset.x > FFX_MIN16_I(0)) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x; |
|||
result.y = (iPxOffset.y < FFX_MIN16_I(0)) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y; |
|||
result.y = (iPxOffset.y > FFX_MIN16_I(0)) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y; |
|||
return result; |
|||
} |
|||
#endif //FFX_HALF |
|||
|
|||
|
|||
#define DeclareCustomFetchBicubicSamplesWithType(SampleType, TextureType, AddrType, Name, LoadTexture) \ |
|||
SampleType Name(AddrType iPxSample, AddrType iTextureSize) \ |
|||
{ \ |
|||
SampleType Samples; \ |
|||
\ |
|||
Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, -1), iTextureSize))); \ |
|||
Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, -1), iTextureSize))); \ |
|||
Samples.fColor20 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, -1), iTextureSize))); \ |
|||
Samples.fColor30 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, -1), iTextureSize))); \ |
|||
\ |
|||
Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +0), iTextureSize))); \ |
|||
Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \ |
|||
Samples.fColor21 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \ |
|||
Samples.fColor31 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +0), iTextureSize))); \ |
|||
\ |
|||
Samples.fColor02 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +1), iTextureSize))); \ |
|||
Samples.fColor12 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \ |
|||
Samples.fColor22 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \ |
|||
Samples.fColor32 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +1), iTextureSize))); \ |
|||
\ |
|||
Samples.fColor03 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +2), iTextureSize))); \ |
|||
Samples.fColor13 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +2), iTextureSize))); \ |
|||
Samples.fColor23 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +2), iTextureSize))); \ |
|||
Samples.fColor33 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +2), iTextureSize))); \ |
|||
\ |
|||
return Samples; \ |
|||
} |
|||
|
|||
#define DeclareCustomFetchBicubicSamples(Name, LoadTexture) \ |
|||
DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture) |
|||
|
|||
#define DeclareCustomFetchBicubicSamplesMin16(Name, LoadTexture) \ |
|||
DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture) |
|||
|
|||
#define DeclareCustomFetchBilinearSamplesWithType(SampleType, TextureType,AddrType, Name, LoadTexture) \ |
|||
SampleType Name(AddrType iPxSample, AddrType iTextureSize) \ |
|||
{ \ |
|||
SampleType Samples; \ |
|||
Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \ |
|||
Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \ |
|||
Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \ |
|||
Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \ |
|||
return Samples; \ |
|||
} |
|||
|
|||
#define DeclareCustomFetchBilinearSamples(Name, LoadTexture) \ |
|||
DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture) |
|||
|
|||
#define DeclareCustomFetchBilinearSamplesMin16(Name, LoadTexture) \ |
|||
DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture) |
|||
|
|||
// BE CAREFUL: there is some precision issues and (3253, 125) leading to (3252.9989778, 125.001102) |
|||
// is common, so iPxSample can "jitter" |
|||
#define DeclareCustomTextureSample(Name, InterpolateSamples, FetchSamples) \ |
|||
FfxFloat32x4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \ |
|||
{ \ |
|||
FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \ |
|||
/* Clamp base coords */ \ |
|||
fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x), fPxSample.x)); \ |
|||
fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y), fPxSample.y)); \ |
|||
/* */ \ |
|||
FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \ |
|||
FfxFloat32x2 fPxFrac = ffxFract(fPxSample); \ |
|||
FfxFloat32x4 fColorXY = FfxFloat32x4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \ |
|||
return fColorXY; \ |
|||
} |
|||
|
|||
#define DeclareCustomTextureSampleMin16(Name, InterpolateSamples, FetchSamples) \ |
|||
FFX_MIN16_F4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \ |
|||
{ \ |
|||
FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \ |
|||
/* Clamp base coords */ \ |
|||
fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x), fPxSample.x)); \ |
|||
fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y), fPxSample.y)); \ |
|||
/* */ \ |
|||
FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \ |
|||
FFX_MIN16_F2 fPxFrac = FFX_MIN16_F2(ffxFract(fPxSample)); \ |
|||
FFX_MIN16_F4 fColorXY = FFX_MIN16_F4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \ |
|||
return fColorXY; \ |
|||
} |
|||
|
|||
#define FFX_FSR2_CONCAT_ID(x, y) x ## y |
|||
#define FFX_FSR2_CONCAT(x, y) FFX_FSR2_CONCAT_ID(x, y) |
|||
#define FFX_FSR2_SAMPLER_1D_0 Lanczos2 |
|||
#define FFX_FSR2_SAMPLER_1D_1 Lanczos2LUT |
|||
#define FFX_FSR2_SAMPLER_1D_2 Lanczos2Approx |
|||
|
|||
#define FFX_FSR2_GET_LANCZOS_SAMPLER1D(x) FFX_FSR2_CONCAT(FFX_FSR2_SAMPLER_1D_, x) |
|||
|
|||
#endif //!defined( FFX_FSR2_SAMPLE_H ) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: ba3ee190167b6c240aaeb1f8f4dbcb67 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,250 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define USE_YCOCG 1 |
|||
|
|||
#define fAutogenEpsilon 0.01f |
|||
|
|||
// EXPERIMENTAL |
|||
|
|||
FFX_MIN16_F ComputeAutoTC_01(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) |
|||
{ |
|||
FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); |
|||
FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); |
|||
FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); |
|||
FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); |
|||
|
|||
#if USE_YCOCG |
|||
colorPreAlpha = RGBToYCoCg(colorPreAlpha); |
|||
colorPostAlpha = RGBToYCoCg(colorPostAlpha); |
|||
colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); |
|||
colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); |
|||
#endif |
|||
|
|||
FfxFloat32x3 colorDeltaCurr = colorPostAlpha - colorPreAlpha; |
|||
FfxFloat32x3 colorDeltaPrev = colorPrevPostAlpha - colorPrevPreAlpha; |
|||
bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDeltaCurr), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); |
|||
bool hadAlpha = any(FFX_GREATER_THAN(abs(colorDeltaPrev), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); |
|||
|
|||
FfxFloat32x3 X = colorPreAlpha; |
|||
FfxFloat32x3 Y = colorPostAlpha; |
|||
FfxFloat32x3 Z = colorPrevPreAlpha; |
|||
FfxFloat32x3 W = colorPrevPostAlpha; |
|||
|
|||
FFX_MIN16_F retVal = FFX_MIN16_F(ffxSaturate(dot(abs(abs(Y - X) - abs(W - Z)), FfxFloat32x3(1, 1, 1)))); |
|||
|
|||
// cleanup very small values |
|||
retVal = (retVal < getTcThreshold()) ? FFX_MIN16_F(0.0f) : FFX_MIN16_F(1.f); |
|||
|
|||
return retVal; |
|||
} |
|||
|
|||
// works ok: thin edges |
|||
FFX_MIN16_F ComputeAutoTC_02(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) |
|||
{ |
|||
FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); |
|||
FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); |
|||
FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); |
|||
FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); |
|||
|
|||
#if USE_YCOCG |
|||
colorPreAlpha = RGBToYCoCg(colorPreAlpha); |
|||
colorPostAlpha = RGBToYCoCg(colorPostAlpha); |
|||
colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); |
|||
colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); |
|||
#endif |
|||
|
|||
FfxFloat32x3 colorDelta = colorPostAlpha - colorPreAlpha; |
|||
FfxFloat32x3 colorPrevDelta = colorPrevPostAlpha - colorPrevPreAlpha; |
|||
bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); |
|||
bool hadAlpha = any(FFX_GREATER_THAN(abs(colorPrevDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); |
|||
|
|||
FfxFloat32x3 delta = colorPostAlpha - colorPreAlpha; //prev+1*d = post => d = color, alpha = |
|||
FfxFloat32x3 deltaPrev = colorPrevPostAlpha - colorPrevPreAlpha; |
|||
|
|||
FfxFloat32x3 X = colorPrevPreAlpha; |
|||
FfxFloat32x3 N = colorPreAlpha - colorPrevPreAlpha; |
|||
FfxFloat32x3 YAminusXA = colorPrevPostAlpha - colorPrevPreAlpha; |
|||
FfxFloat32x3 NminusNA = colorPostAlpha - colorPrevPostAlpha; |
|||
|
|||
FfxFloat32x3 A = (hasAlpha || hadAlpha) ? NminusNA / max(FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon), N) : FfxFloat32x3(0, 0, 0); |
|||
|
|||
FFX_MIN16_F retVal = FFX_MIN16_F( max(max(A.x, A.y), A.z) ); |
|||
|
|||
// only pixels that have significantly changed in color shuold be considered |
|||
retVal = ffxSaturate(retVal * FFX_MIN16_F(length(colorPostAlpha - colorPrevPostAlpha)) ); |
|||
|
|||
return retVal; |
|||
} |
|||
|
|||
// This function computes the TransparencyAndComposition mask: |
|||
// This mask indicates pixels that should discard locks and apply color clamping. |
|||
// |
|||
// Typically this is the case for translucent pixels (that don't write depth values) or pixels where the correctness of |
|||
// the MVs can not be guaranteed (e.g. procedutal movement or vegetation that does not have MVs to reduce the cost during rasterization) |
|||
// Also, large changes in color due to changed lighting should be marked to remove locks on pixels with "old" lighting. |
|||
// |
|||
// This function takes a opaque only and a final texture and uses internal copies of those textures from the last frame. |
|||
// The function tries to determine where the color changes between opaque only and final image to determine the pixels that use transparency. |
|||
// Also it uses the previous frames and detects where the use of transparency changed to mark those pixels. |
|||
// Additionally it marks pixels where the color changed significantly in the opaque only image, e.g. due to lighting or texture animation. |
|||
// |
|||
// In the final step it stores the current textures in internal textures for the next frame |
|||
|
|||
FFX_MIN16_F ComputeTransparencyAndComposition(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) |
|||
{ |
|||
FFX_MIN16_F retVal = ComputeAutoTC_02(uDispatchThreadId, iPrevIdx); |
|||
|
|||
// [branch] |
|||
if (retVal > FFX_MIN16_F(0.01f)) |
|||
{ |
|||
retVal = ComputeAutoTC_01(uDispatchThreadId, iPrevIdx); |
|||
} |
|||
return retVal; |
|||
} |
|||
|
|||
float computeSolidEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos) |
|||
{ |
|||
float lum[9]; |
|||
int i = 0; |
|||
for (int y = -1; y < 2; ++y) |
|||
{ |
|||
for (int x = -1; x < 2; ++x) |
|||
{ |
|||
FfxFloat32x3 curCol = LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb; |
|||
FfxFloat32x3 prevCol = LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb; |
|||
lum[i++] = length(curCol - prevCol); |
|||
} |
|||
} |
|||
|
|||
//float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]); |
|||
//float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]); |
|||
|
|||
//return sqrt(gradX * gradX + gradY * gradY); |
|||
|
|||
float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]); |
|||
float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]); |
|||
|
|||
return sqrt(sqrt(gradX * gradY)); |
|||
} |
|||
|
|||
float computeAlphaEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos) |
|||
{ |
|||
float lum[9]; |
|||
int i = 0; |
|||
for (int y = -1; y < 2; ++y) |
|||
{ |
|||
for (int x = -1; x < 2; ++x) |
|||
{ |
|||
FfxFloat32x3 curCol = abs(LoadInputColor(curPos + FFX_MIN16_I2(x, y)).rgb - LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb); |
|||
FfxFloat32x3 prevCol = abs(LoadPrevPostAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb - LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb); |
|||
lum[i++] = length(curCol - prevCol); |
|||
} |
|||
} |
|||
|
|||
//float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]); |
|||
//float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]); |
|||
|
|||
//return sqrt(gradX * gradX + gradY * gradY); |
|||
|
|||
float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]); |
|||
float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]); |
|||
|
|||
return sqrt(sqrt(gradX * gradY)); |
|||
} |
|||
|
|||
FFX_MIN16_F ComputeAabbOverlap(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) |
|||
{ |
|||
FFX_MIN16_F retVal = FFX_MIN16_F(0.f); |
|||
|
|||
FfxFloat32x2 fMotionVector = LoadInputMotionVector(uDispatchThreadId); |
|||
FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); |
|||
FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); |
|||
FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); |
|||
FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); |
|||
|
|||
#if USE_YCOCG |
|||
colorPreAlpha = RGBToYCoCg(colorPreAlpha); |
|||
colorPostAlpha = RGBToYCoCg(colorPostAlpha); |
|||
colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); |
|||
colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); |
|||
#endif |
|||
FfxFloat32x3 minPrev = FFX_MIN16_F3(+1000.f, +1000.f, +1000.f); |
|||
FfxFloat32x3 maxPrev = FFX_MIN16_F3(-1000.f, -1000.f, -1000.f); |
|||
for (int y = -1; y < 2; ++y) |
|||
{ |
|||
for (int x = -1; x < 2; ++x) |
|||
{ |
|||
FfxFloat32x3 W = LoadPrevPostAlpha(iPrevIdx + FFX_MIN16_I2(x, y)); |
|||
|
|||
#if USE_YCOCG |
|||
W = RGBToYCoCg(W); |
|||
#endif |
|||
minPrev = min(minPrev, W); |
|||
maxPrev = max(maxPrev, W); |
|||
} |
|||
} |
|||
// instead of computing the overlap: simply count how many samples are outside |
|||
// set reactive based on that |
|||
FFX_MIN16_F count = FFX_MIN16_F(0.f); |
|||
for (int y = -1; y < 2; ++y) |
|||
{ |
|||
for (int x = -1; x < 2; ++x) |
|||
{ |
|||
FfxFloat32x3 Y = LoadInputColor(uDispatchThreadId + FFX_MIN16_I2(x, y)); |
|||
|
|||
#if USE_YCOCG |
|||
Y = RGBToYCoCg(Y); |
|||
#endif |
|||
count += ((Y.x < minPrev.x) || (Y.x > maxPrev.x)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); |
|||
count += ((Y.y < minPrev.y) || (Y.y > maxPrev.y)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); |
|||
count += ((Y.z < minPrev.z) || (Y.z > maxPrev.z)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); |
|||
} |
|||
} |
|||
retVal = count / FFX_MIN16_F(27.f); |
|||
|
|||
return retVal; |
|||
} |
|||
|
|||
|
|||
// This function computes the Reactive mask: |
|||
// We want pixels marked where the alpha portion of the frame changes a lot between neighbours |
|||
// Those pixels are expected to change quickly between frames, too. (e.g. small particles, reflections on curved surfaces...) |
|||
// As a result history would not be trustworthy. |
|||
// On the other hand we don't want pixels marked where pre-alpha has a large differnce, since those would profit from accumulation |
|||
// For mirrors we may assume the pre-alpha is pretty uniform color. |
|||
// |
|||
// This works well generally, but also marks edge pixels |
|||
FFX_MIN16_F ComputeReactive(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) |
|||
{ |
|||
// we only get here if alpha has a significant contribution and has changed since last frame. |
|||
FFX_MIN16_F retVal = FFX_MIN16_F(0.f); |
|||
|
|||
// mark pixels with huge variance in alpha as reactive |
|||
FFX_MIN16_F alphaEdge = FFX_MIN16_F(computeAlphaEdge(uDispatchThreadId, iPrevIdx)); |
|||
FFX_MIN16_F opaqueEdge = FFX_MIN16_F(computeSolidEdge(uDispatchThreadId, iPrevIdx)); |
|||
retVal = ffxSaturate(alphaEdge - opaqueEdge); |
|||
|
|||
// the above also marks edge pixels due to jitter, so we need to cancel those out |
|||
|
|||
|
|||
return retVal; |
|||
} |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 18b8590c99b171a4e9af68dfd2c3ff02 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
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settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
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- first: |
|||
Standalone: Win64 |
|||
second: |
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enabled: 0 |
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settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,114 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0 |
|||
#define FSR2_BIND_SRV_INPUT_COLOR 1 |
|||
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 |
|||
#define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3 |
|||
#define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4 |
|||
#define FSR2_BIND_SRV_REACTIVE_MASK 4 |
|||
#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 5 |
|||
|
|||
#define FSR2_BIND_UAV_AUTOREACTIVE 0 |
|||
#define FSR2_BIND_UAV_AUTOCOMPOSITION 1 |
|||
#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 2 |
|||
#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 3 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 0 |
|||
#define FSR2_BIND_CB_AUTOREACTIVE 1 |
|||
|
|||
#include "ffx_fsr2_callbacks_hlsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
#if defined(FSR2_BIND_CB_AUTOREACTIVE) |
|||
cbuffer cbGenerateReactive : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_AUTOREACTIVE) |
|||
{ |
|||
float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels |
|||
float fTcScale; |
|||
float fReactiveScale; |
|||
float fReactiveMax; |
|||
}; |
|||
float getTcThreshold() |
|||
{ |
|||
return fTcThreshold; |
|||
} |
|||
#else |
|||
#define fTcThreshold 0.05f |
|||
#define fTcScale 1.00f |
|||
#define fReactiveScale 10.0f |
|||
#define fReactiveMax 0.90f |
|||
float getTcThreshold() |
|||
{ |
|||
return fTcThreshold; |
|||
} |
|||
#endif |
|||
|
|||
#include "ffx_fsr2_tcr_autogen.h" |
|||
|
|||
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
|||
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
|||
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT |
|||
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
|||
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
|||
#ifndef FFX_FSR2_NUM_THREADS |
|||
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
FFX_FSR2_EMBED_ROOTSIG_CONTENT |
|||
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) |
|||
{ |
|||
FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId); |
|||
|
|||
// ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV |
|||
// fetch pre- and post-alpha color values |
|||
FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() ); |
|||
FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) ); |
|||
FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f); |
|||
|
|||
FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) ); |
|||
FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) ); |
|||
|
|||
FFX_MIN16_F2 outReactiveMask = 0; |
|||
|
|||
outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx); |
|||
|
|||
if (outReactiveMask.y > 0.5f) |
|||
{ |
|||
outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx); |
|||
outReactiveMask.x *= FFX_MIN16_F(fReactiveScale); |
|||
outReactiveMask.x = outReactiveMask.x < fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( fReactiveMax ); |
|||
} |
|||
|
|||
outReactiveMask.y *= FFX_MIN16_F(fTcScale ); |
|||
|
|||
outReactiveMask.x = max( outReactiveMask.x, FFX_MIN16_F( LoadReactiveMask(uDispatchThreadId) ) ); |
|||
outReactiveMask.y = max( outReactiveMask.y, FFX_MIN16_F( LoadTransparencyAndCompositionMask(uDispatchThreadId) ) ); |
|||
|
|||
StoreAutoReactive(uDispatchThreadId, outReactiveMask); |
|||
|
|||
StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha); |
|||
StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 9feb1fa4d6cff5a4799298dc69b12a8e |
|||
ShaderIncludeImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,194 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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_FSR2_UPSAMPLE_H |
|||
#define FFX_FSR2_UPSAMPLE_H |
|||
|
|||
FFX_STATIC const FfxUInt32 iLanczos2SampleCount = 16; |
|||
|
|||
void Deringing(RectificationBox clippingBox, FFX_PARAMETER_INOUT FfxFloat32x3 fColor) |
|||
{ |
|||
fColor = clamp(fColor, clippingBox.aabbMin, clippingBox.aabbMax); |
|||
} |
|||
#if FFX_HALF |
|||
void Deringing(RectificationBoxMin16 clippingBox, FFX_PARAMETER_INOUT FFX_MIN16_F3 fColor) |
|||
{ |
|||
fColor = clamp(fColor, clippingBox.aabbMin, clippingBox.aabbMax); |
|||
} |
|||
#endif |
|||
|
|||
#ifndef FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE |
|||
#define FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE 2 // Approximate |
|||
#endif |
|||
|
|||
FfxFloat32 GetUpsampleLanczosWeight(FfxFloat32x2 fSrcSampleOffset, FfxFloat32 fKernelWeight) |
|||
{ |
|||
FfxFloat32x2 fSrcSampleOffsetBiased = fSrcSampleOffset * fKernelWeight.xx; |
|||
#if FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 0 // LANCZOS_TYPE_REFERENCE |
|||
FfxFloat32 fSampleWeight = Lanczos2(length(fSrcSampleOffsetBiased)); |
|||
#elif FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 1 // LANCZOS_TYPE_LUT |
|||
FfxFloat32 fSampleWeight = Lanczos2_UseLUT(length(fSrcSampleOffsetBiased)); |
|||
#elif FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 2 // LANCZOS_TYPE_APPROXIMATE |
|||
FfxFloat32 fSampleWeight = Lanczos2ApproxSq(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased)); |
|||
#else |
|||
#error "Invalid Lanczos type" |
|||
#endif |
|||
return fSampleWeight; |
|||
} |
|||
|
|||
#if FFX_HALF |
|||
FFX_MIN16_F GetUpsampleLanczosWeight(FFX_MIN16_F2 fSrcSampleOffset, FFX_MIN16_F fKernelWeight) |
|||
{ |
|||
FFX_MIN16_F2 fSrcSampleOffsetBiased = fSrcSampleOffset * fKernelWeight.xx; |
|||
#if FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 0 // LANCZOS_TYPE_REFERENCE |
|||
FFX_MIN16_F fSampleWeight = Lanczos2(length(fSrcSampleOffsetBiased)); |
|||
#elif FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 1 // LANCZOS_TYPE_LUT |
|||
FFX_MIN16_F fSampleWeight = Lanczos2_UseLUT(length(fSrcSampleOffsetBiased)); |
|||
#elif FFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 2 // LANCZOS_TYPE_APPROXIMATE |
|||
FFX_MIN16_F fSampleWeight = Lanczos2ApproxSq(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased)); |
|||
|
|||
// To Test: Save reciproqual sqrt compute |
|||
// FfxFloat32 fSampleWeight = Lanczos2Sq_UseLUT(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased)); |
|||
#else |
|||
#error "Invalid Lanczos type" |
|||
#endif |
|||
return fSampleWeight; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 ComputeMaxKernelWeight() { |
|||
const FfxFloat32 fKernelSizeBias = 1.0f; |
|||
|
|||
FfxFloat32 fKernelWeight = FfxFloat32(1) + (FfxFloat32(1.0f) / FfxFloat32x2(DownscaleFactor()) - FfxFloat32(1)).x * FfxFloat32(fKernelSizeBias); |
|||
|
|||
return ffxMin(FfxFloat32(1.99f), fKernelWeight); |
|||
} |
|||
|
|||
FfxFloat32x4 ComputeUpsampledColorAndWeight(const AccumulationPassCommonParams params, |
|||
FFX_PARAMETER_INOUT RectificationBox clippingBox, FfxFloat32 fReactiveFactor) |
|||
{ |
|||
#if FFX_FSR2_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
#include "ffx_fsr2_force16_begin.h" |
|||
#endif |
|||
// We compute a sliced lanczos filter with 2 lobes (other slices are accumulated temporaly) |
|||
FfxFloat32x2 fDstOutputPos = FfxFloat32x2(params.iPxHrPos) + FFX_BROADCAST_FLOAT32X2(0.5f); // Destination resolution output pixel center position |
|||
FfxFloat32x2 fSrcOutputPos = fDstOutputPos * DownscaleFactor(); // Source resolution output pixel center position |
|||
FfxInt32x2 iSrcInputPos = FfxInt32x2(floor(fSrcOutputPos)); // TODO: what about weird upscale factors... |
|||
|
|||
#if FFX_FSR2_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
#include "ffx_fsr2_force16_end.h" |
|||
#endif |
|||
|
|||
FfxFloat32x3 fSamples[iLanczos2SampleCount]; |
|||
|
|||
FfxFloat32x2 fSrcUnjitteredPos = (FfxFloat32x2(iSrcInputPos) + FfxFloat32x2(0.5f, 0.5f)) - Jitter(); // This is the un-jittered position of the sample at offset 0,0 |
|||
|
|||
FfxInt32x2 offsetTL; |
|||
offsetTL.x = (fSrcUnjitteredPos.x > fSrcOutputPos.x) ? FfxInt32(-2) : FfxInt32(-1); |
|||
offsetTL.y = (fSrcUnjitteredPos.y > fSrcOutputPos.y) ? FfxInt32(-2) : FfxInt32(-1); |
|||
|
|||
//Load samples |
|||
// If fSrcUnjitteredPos.y > fSrcOutputPos.y, indicates offsetTL.y = -2, sample offset Y will be [-2, 1], clipbox will be rows [1, 3]. |
|||
// Flip row# for sampling offset in this case, so first 0~2 rows in the sampled array can always be used for computing the clipbox. |
|||
// This reduces branch or cmove on sampled colors, but moving this overhead to sample position / weight calculation time which apply to less values. |
|||
const FfxBoolean bFlipRow = fSrcUnjitteredPos.y > fSrcOutputPos.y; |
|||
const FfxBoolean bFlipCol = fSrcUnjitteredPos.x > fSrcOutputPos.x; |
|||
|
|||
FfxFloat32x2 fOffsetTL = FfxFloat32x2(offsetTL); |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 row = 0; row < 3; row++) { |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 col = 0; col < 3; col++) { |
|||
FfxInt32 iSampleIndex = col + (row << 2); |
|||
|
|||
FfxInt32x2 sampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row); |
|||
FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + offsetTL + sampleColRow; |
|||
|
|||
const FfxInt32x2 sampleCoord = ClampLoad(iSrcSamplePos, FfxInt32x2(0, 0), FfxInt32x2(RenderSize())); |
|||
|
|||
fSamples[iSampleIndex] = LoadPreparedInputColor(FfxInt32x2(sampleCoord)); |
|||
} |
|||
} |
|||
|
|||
FfxFloat32x4 fColorAndWeight = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f); |
|||
|
|||
FfxFloat32x2 fBaseSampleOffset = FfxFloat32x2(fSrcUnjitteredPos - fSrcOutputPos); |
|||
|
|||
// Identify how much of each upsampled color to be used for this frame |
|||
const FfxFloat32 fKernelReactiveFactor = ffxMax(fReactiveFactor, FfxFloat32(params.bIsNewSample)); |
|||
const FfxFloat32 fKernelBiasMax = ComputeMaxKernelWeight() * (1.0f - fKernelReactiveFactor); |
|||
|
|||
const FfxFloat32 fKernelBiasMin = ffxMax(1.0f, ((1.0f + fKernelBiasMax) * 0.3f)); |
|||
const FfxFloat32 fKernelBiasFactor = ffxMax(0.0f, ffxMax(0.25f * params.fDepthClipFactor, fKernelReactiveFactor)); |
|||
const FfxFloat32 fKernelBias = ffxLerp(fKernelBiasMax, fKernelBiasMin, fKernelBiasFactor); |
|||
|
|||
const FfxFloat32 fRectificationCurveBias = ffxLerp(-2.0f, -3.0f, ffxSaturate(params.fHrVelocity / 50.0f)); |
|||
|
|||
FFX_UNROLL |
|||
for (FfxInt32 row = 0; row < 3; row++) { |
|||
FFX_UNROLL |
|||
for (FfxInt32 col = 0; col < 3; col++) { |
|||
FfxInt32 iSampleIndex = col + (row << 2); |
|||
|
|||
const FfxInt32x2 sampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row); |
|||
const FfxFloat32x2 fOffset = fOffsetTL + FfxFloat32x2(sampleColRow); |
|||
FfxFloat32x2 fSrcSampleOffset = fBaseSampleOffset + fOffset; |
|||
|
|||
FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + FfxInt32x2(offsetTL) + sampleColRow; |
|||
|
|||
const FfxFloat32 fOnScreenFactor = FfxFloat32(IsOnScreen(FfxInt32x2(iSrcSamplePos), FfxInt32x2(RenderSize()))); |
|||
FfxFloat32 fSampleWeight = fOnScreenFactor * FfxFloat32(GetUpsampleLanczosWeight(fSrcSampleOffset, fKernelBias)); |
|||
|
|||
fColorAndWeight += FfxFloat32x4(fSamples[iSampleIndex] * fSampleWeight, fSampleWeight); |
|||
|
|||
// Update rectification box |
|||
{ |
|||
const FfxFloat32 fSrcSampleOffsetSq = dot(fSrcSampleOffset, fSrcSampleOffset); |
|||
const FfxFloat32 fBoxSampleWeight = exp(fRectificationCurveBias * fSrcSampleOffsetSq); |
|||
|
|||
const FfxBoolean bInitialSample = (row == 0) && (col == 0); |
|||
RectificationBoxAddSample(bInitialSample, clippingBox, fSamples[iSampleIndex], fBoxSampleWeight); |
|||
} |
|||
} |
|||
} |
|||
|
|||
RectificationBoxComputeVarianceBoxData(clippingBox); |
|||
|
|||
fColorAndWeight.w *= FfxFloat32(fColorAndWeight.w > FSR2_EPSILON); |
|||
|
|||
if (fColorAndWeight.w > FSR2_EPSILON) { |
|||
// Normalize for deringing (we need to compare colors) |
|||
fColorAndWeight.xyz = fColorAndWeight.xyz / fColorAndWeight.w; |
|||
fColorAndWeight.w *= fUpsampleLanczosWeightScale; |
|||
|
|||
Deringing(clippingBox, fColorAndWeight.xyz); |
|||
} |
|||
|
|||
#if FFX_FSR2_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF && FFX_HALF |
|||
#include "ffx_fsr2_force16_end.h" |
|||
#endif |
|||
|
|||
return fColorAndWeight; |
|||
} |
|||
|
|||
#endif //!defined( FFX_FSR2_UPSAMPLE_H ) |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 1ff3a385cfe07db4387e4d7b457238f8 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
: Any |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
|||
- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win64 |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,929 +0,0 @@ |
|||
// This file is part of the FidelityFX SDK. |
|||
// |
|||
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
|||
// |
|||
// 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. |
|||
|
|||
#ifdef FFX_CPU |
|||
FFX_STATIC void SpdSetup(FfxUInt32x2 dispatchThreadGroupCountXY, // CPU side: dispatch thread group count xy |
|||
FfxUInt32x2 workGroupOffset, // GPU side: pass in as constant |
|||
FfxUInt32x2 numWorkGroupsAndMips, // GPU side: pass in as constant |
|||
FfxUInt32x4 rectInfo, // left, top, width, height |
|||
FfxInt32 mips) // optional: if -1, calculate based on rect width and height |
|||
{ |
|||
workGroupOffset[0] = rectInfo[0] / 64; // rectInfo[0] = left |
|||
workGroupOffset[1] = rectInfo[1] / 64; // rectInfo[1] = top |
|||
|
|||
FfxUInt32 endIndexX = (rectInfo[0] + rectInfo[2] - 1) / 64; // rectInfo[0] = left, rectInfo[2] = width |
|||
FfxUInt32 endIndexY = (rectInfo[1] + rectInfo[3] - 1) / 64; // rectInfo[1] = top, rectInfo[3] = height |
|||
|
|||
dispatchThreadGroupCountXY[0] = endIndexX + 1 - workGroupOffset[0]; |
|||
dispatchThreadGroupCountXY[1] = endIndexY + 1 - workGroupOffset[1]; |
|||
|
|||
numWorkGroupsAndMips[0] = (dispatchThreadGroupCountXY[0]) * (dispatchThreadGroupCountXY[1]); |
|||
|
|||
if (mips >= 0) |
|||
{ |
|||
numWorkGroupsAndMips[1] = FfxUInt32(mips); |
|||
} |
|||
else |
|||
{ |
|||
// calculate based on rect width and height |
|||
FfxUInt32 resolution = ffxMax(rectInfo[2], rectInfo[3]); |
|||
numWorkGroupsAndMips[1] = FfxUInt32((ffxMin(floor(log2(FfxFloat32(resolution))), FfxFloat32(12)))); |
|||
} |
|||
} |
|||
|
|||
FFX_STATIC void SpdSetup(FfxUInt32x2 dispatchThreadGroupCountXY, // CPU side: dispatch thread group count xy |
|||
FfxUInt32x2 workGroupOffset, // GPU side: pass in as constant |
|||
FfxUInt32x2 numWorkGroupsAndMips, // GPU side: pass in as constant |
|||
FfxUInt32x4 rectInfo) // left, top, width, height |
|||
{ |
|||
SpdSetup(dispatchThreadGroupCountXY, workGroupOffset, numWorkGroupsAndMips, rectInfo, -1); |
|||
} |
|||
#endif // #ifdef FFX_CPU |
|||
|
|||
|
|||
//============================================================================================================================== |
|||
// NON-PACKED VERSION |
|||
//============================================================================================================================== |
|||
#ifdef FFX_GPU |
|||
#ifdef SPD_PACKED_ONLY |
|||
// Avoid compiler error |
|||
FfxFloat32x4 SpdLoadSourceImage(FfxInt32x2 p, FfxUInt32 slice) |
|||
{ |
|||
return FfxFloat32x4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdLoad(FfxInt32x2 p, FfxUInt32 slice) |
|||
{ |
|||
return FfxFloat32x4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
void SpdStore(FfxInt32x2 p, FfxFloat32x4 value, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
} |
|||
FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y) |
|||
{ |
|||
return FfxFloat32x4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value) |
|||
{ |
|||
} |
|||
FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3) |
|||
{ |
|||
return FfxFloat32x4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
#endif // #ifdef SPD_PACKED_ONLY |
|||
|
|||
//_____________________________________________________________/\_______________________________________________________________ |
|||
|
|||
void SpdWorkgroupShuffleBarrier() |
|||
{ |
|||
#ifdef FFX_GLSL |
|||
barrier(); |
|||
#endif |
|||
#ifdef FFX_HLSL |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
} |
|||
|
|||
// Only last active workgroup should proceed |
|||
bool SpdExitWorkgroup(FfxUInt32 numWorkGroups, FfxUInt32 localInvocationIndex, FfxUInt32 slice) |
|||
{ |
|||
// global atomic counter |
|||
if (localInvocationIndex == 0) |
|||
{ |
|||
SpdIncreaseAtomicCounter(slice); |
|||
} |
|||
|
|||
SpdWorkgroupShuffleBarrier(); |
|||
return (SpdGetAtomicCounter() != (numWorkGroups - 1)); |
|||
} |
|||
|
|||
// User defined: FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3); |
|||
FfxFloat32x4 SpdReduceQuad(FfxFloat32x4 v) |
|||
{ |
|||
#if defined(FFX_GLSL) && !defined(SPD_NO_WAVE_OPERATIONS) |
|||
|
|||
FfxFloat32x4 v0 = v; |
|||
FfxFloat32x4 v1 = subgroupQuadSwapHorizontal(v); |
|||
FfxFloat32x4 v2 = subgroupQuadSwapVertical(v); |
|||
FfxFloat32x4 v3 = subgroupQuadSwapDiagonal(v); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
|
|||
#elif defined(FFX_HLSL) && !defined(SPD_NO_WAVE_OPERATIONS) |
|||
|
|||
// requires SM6.0 |
|||
FfxUInt32 quad = WaveGetLaneIndex() & (~0x3); |
|||
FfxFloat32x4 v0 = v; |
|||
FfxFloat32x4 v1 = WaveReadLaneAt(v, quad | 1); |
|||
FfxFloat32x4 v2 = WaveReadLaneAt(v, quad | 2); |
|||
FfxFloat32x4 v3 = WaveReadLaneAt(v, quad | 3); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
/* |
|||
// if SM6.0 is not available, you can use the AMD shader intrinsics |
|||
// the AMD shader intrinsics are available in AMD GPU Services (AGS) library: |
|||
// https://gpuopen.com/amd-gpu-services-ags-library/ |
|||
// works for DX11 |
|||
FfxFloat32x4 v0 = v; |
|||
FfxFloat32x4 v1; |
|||
v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
FfxFloat32x4 v2; |
|||
v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
FfxFloat32x4 v3; |
|||
v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
*/ |
|||
#endif |
|||
return v; |
|||
} |
|||
|
|||
FfxFloat32x4 SpdReduceIntermediate(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3) |
|||
{ |
|||
FfxFloat32x4 v0 = SpdLoadIntermediate(i0.x, i0.y); |
|||
FfxFloat32x4 v1 = SpdLoadIntermediate(i1.x, i1.y); |
|||
FfxFloat32x4 v2 = SpdLoadIntermediate(i2.x, i2.y); |
|||
FfxFloat32x4 v3 = SpdLoadIntermediate(i3.x, i3.y); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdReduceLoad4(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat32x4 v0 = SpdLoad(FfxInt32x2(i0), slice); |
|||
FfxFloat32x4 v1 = SpdLoad(FfxInt32x2(i1), slice); |
|||
FfxFloat32x4 v2 = SpdLoad(FfxInt32x2(i2), slice); |
|||
FfxFloat32x4 v3 = SpdLoad(FfxInt32x2(i3), slice); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdReduceLoad4(FfxUInt32x2 base, FfxUInt32 slice) |
|||
{ |
|||
return SpdReduceLoad4(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdReduceLoadSourceImage4(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat32x4 v0 = SpdLoadSourceImage(FfxInt32x2(i0), slice); |
|||
FfxFloat32x4 v1 = SpdLoadSourceImage(FfxInt32x2(i1), slice); |
|||
FfxFloat32x4 v2 = SpdLoadSourceImage(FfxInt32x2(i2), slice); |
|||
FfxFloat32x4 v3 = SpdLoadSourceImage(FfxInt32x2(i3), slice); |
|||
return SpdReduce4(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat32x4 SpdReduceLoadSourceImage(FfxUInt32x2 base, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_LINEAR_SAMPLER |
|||
return SpdLoadSourceImage(FfxInt32x2(base), slice); |
|||
#else |
|||
return SpdReduceLoadSourceImage4(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice); |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1_Intrinsics(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat32x4 v[4]; |
|||
|
|||
FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2); |
|||
FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y); |
|||
v[0] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[0], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y); |
|||
v[1] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[1], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16); |
|||
v[2] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[2], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16); |
|||
v[3] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[3], 0, slice); |
|||
|
|||
if (mip <= 1) |
|||
return; |
|||
|
|||
v[0] = SpdReduceQuad(v[0]); |
|||
v[1] = SpdReduceQuad(v[1]); |
|||
v[2] = SpdReduceQuad(v[2]); |
|||
v[3] = SpdReduceQuad(v[3]); |
|||
|
|||
if ((localInvocationIndex % 4) == 0) |
|||
{ |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2), v[0], 1, slice); |
|||
SpdStoreIntermediate(x / 2, y / 2, v[0]); |
|||
|
|||
SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2), v[1], 1, slice); |
|||
SpdStoreIntermediate(x / 2 + 8, y / 2, v[1]); |
|||
|
|||
SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2 + 8), v[2], 1, slice); |
|||
SpdStoreIntermediate(x / 2, y / 2 + 8, v[2]); |
|||
|
|||
SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2 + 8), v[3], 1, slice); |
|||
SpdStoreIntermediate(x / 2 + 8, y / 2 + 8, v[3]); |
|||
} |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1_LDS(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat32x4 v[4]; |
|||
|
|||
FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2); |
|||
FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y); |
|||
v[0] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[0], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y); |
|||
v[1] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[1], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16); |
|||
v[2] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[2], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16); |
|||
v[3] = SpdReduceLoadSourceImage(tex, slice); |
|||
SpdStore(pix, v[3], 0, slice); |
|||
|
|||
if (mip <= 1) |
|||
return; |
|||
|
|||
for (FfxUInt32 i = 0; i < 4; i++) |
|||
{ |
|||
SpdStoreIntermediate(x, y, v[i]); |
|||
SpdWorkgroupShuffleBarrier(); |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
v[i] = SpdReduceIntermediate(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1)); |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice); |
|||
} |
|||
SpdWorkgroupShuffleBarrier(); |
|||
} |
|||
|
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
SpdStoreIntermediate(x + 0, y + 0, v[0]); |
|||
SpdStoreIntermediate(x + 8, y + 0, v[1]); |
|||
SpdStoreIntermediate(x + 0, y + 8, v[2]); |
|||
SpdStoreIntermediate(x + 8, y + 8, v[3]); |
|||
} |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
SpdDownsampleMips_0_1_LDS(x, y, workGroupID, localInvocationIndex, mip, slice); |
|||
#else |
|||
SpdDownsampleMips_0_1_Intrinsics(x, y, workGroupID, localInvocationIndex, mip, slice); |
|||
#endif |
|||
} |
|||
|
|||
|
|||
void SpdDownsampleMip_2(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1)); |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS, try to reduce bank conflicts |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
// ... |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
SpdStoreIntermediate(x * 2 + y % 2, y * 2, v); |
|||
} |
|||
#else |
|||
FfxFloat32x4 v = SpdLoadIntermediate(x, y); |
|||
v = SpdReduceQuad(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediate(x + (y / 2) % 2, y, v); |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_3(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 16) |
|||
{ |
|||
// x 0 x 0 |
|||
// 0 0 0 0 |
|||
// 0 x 0 x |
|||
// 0 0 0 0 |
|||
FfxFloat32x4 v = |
|||
SpdReduceIntermediate(FfxUInt32x2(x * 4 + 0 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 2 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 0 + 1, y * 4 + 2), FfxUInt32x2(x * 4 + 2 + 1, y * 4 + 2)); |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS |
|||
// x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 |
|||
// ... |
|||
// 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 |
|||
// ... |
|||
// 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x |
|||
// ... |
|||
SpdStoreIntermediate(x * 4 + y, y * 4, v); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
FfxFloat32x4 v = SpdLoadIntermediate(x * 2 + y % 2, y * 2); |
|||
v = SpdReduceQuad(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediate(x * 2 + y / 2, y * 2, v); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_4(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 4) |
|||
{ |
|||
// x 0 0 0 x 0 0 0 |
|||
// ... |
|||
// 0 x 0 0 0 x 0 0 |
|||
FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(x * 8 + 0 + 0 + y * 2, y * 8 + 0), |
|||
FfxUInt32x2(x * 8 + 4 + 0 + y * 2, y * 8 + 0), |
|||
FfxUInt32x2(x * 8 + 0 + 1 + y * 2, y * 8 + 4), |
|||
FfxUInt32x2(x * 8 + 4 + 1 + y * 2, y * 8 + 4)); |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS |
|||
// x x x x 0 ... |
|||
// 0 ... |
|||
SpdStoreIntermediate(x + y * 2, 0, v); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 16) |
|||
{ |
|||
FfxFloat32x4 v = SpdLoadIntermediate(x * 4 + y, y * 4); |
|||
v = SpdReduceQuad(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStore(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediate(x / 2 + y, 0, v); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_5(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 1) |
|||
{ |
|||
// x x x x 0 ... |
|||
// 0 ... |
|||
FfxFloat32x4 v = SpdReduceIntermediate(FfxUInt32x2(0, 0), FfxUInt32x2(1, 0), FfxUInt32x2(2, 0), FfxUInt32x2(3, 0)); |
|||
SpdStore(FfxInt32x2(workGroupID.xy), v, mip, slice); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 4) |
|||
{ |
|||
FfxFloat32x4 v = SpdLoadIntermediate(localInvocationIndex, 0); |
|||
v = SpdReduceQuad(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStore(FfxInt32x2(workGroupID.xy), v, mip, slice); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMips_6_7(FfxUInt32 x, FfxUInt32 y, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
FfxInt32x2 tex = FfxInt32x2(x * 4 + 0, y * 4 + 0); |
|||
FfxInt32x2 pix = FfxInt32x2(x * 2 + 0, y * 2 + 0); |
|||
FfxFloat32x4 v0 = SpdReduceLoad4(tex, slice); |
|||
SpdStore(pix, v0, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 2, y * 4 + 0); |
|||
pix = FfxInt32x2(x * 2 + 1, y * 2 + 0); |
|||
FfxFloat32x4 v1 = SpdReduceLoad4(tex, slice); |
|||
SpdStore(pix, v1, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 0, y * 4 + 2); |
|||
pix = FfxInt32x2(x * 2 + 0, y * 2 + 1); |
|||
FfxFloat32x4 v2 = SpdReduceLoad4(tex, slice); |
|||
SpdStore(pix, v2, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 2, y * 4 + 2); |
|||
pix = FfxInt32x2(x * 2 + 1, y * 2 + 1); |
|||
FfxFloat32x4 v3 = SpdReduceLoad4(tex, slice); |
|||
SpdStore(pix, v3, 6, slice); |
|||
|
|||
if (mips <= 7) |
|||
return; |
|||
// no barrier needed, working on values only from the same thread |
|||
|
|||
FfxFloat32x4 v = SpdReduce4(v0, v1, v2, v3); |
|||
SpdStore(FfxInt32x2(x, y), v, 7, slice); |
|||
SpdStoreIntermediate(x, y, v); |
|||
} |
|||
|
|||
void SpdDownsampleNextFour(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 baseMip, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
if (mips <= baseMip) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_2(x, y, workGroupID, localInvocationIndex, baseMip, slice); |
|||
|
|||
if (mips <= baseMip + 1) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_3(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice); |
|||
|
|||
if (mips <= baseMip + 2) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_4(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice); |
|||
|
|||
if (mips <= baseMip + 3) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_5(workGroupID, localInvocationIndex, baseMip + 3, slice); |
|||
} |
|||
|
|||
void SpdDownsample(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice) |
|||
{ |
|||
FfxUInt32x2 sub_xy = ffxRemapForWaveReduction(localInvocationIndex % 64); |
|||
FfxUInt32 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2); |
|||
FfxUInt32 y = sub_xy.y + 8 * ((localInvocationIndex >> 7)); |
|||
SpdDownsampleMips_0_1(x, y, workGroupID, localInvocationIndex, mips, slice); |
|||
|
|||
SpdDownsampleNextFour(x, y, workGroupID, localInvocationIndex, 2, mips, slice); |
|||
|
|||
if (mips <= 6) |
|||
return; |
|||
|
|||
if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice)) |
|||
return; |
|||
|
|||
SpdResetAtomicCounter(slice); |
|||
|
|||
// After mip 6 there is only a single workgroup left that downsamples the remaining up to 64x64 texels. |
|||
SpdDownsampleMips_6_7(x, y, mips, slice); |
|||
|
|||
SpdDownsampleNextFour(x, y, FfxUInt32x2(0, 0), localInvocationIndex, 8, mips, slice); |
|||
} |
|||
|
|||
void SpdDownsample(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice, FfxUInt32x2 workGroupOffset) |
|||
{ |
|||
SpdDownsample(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice); |
|||
} |
|||
|
|||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
|
|||
//============================================================================================================================== |
|||
// PACKED VERSION |
|||
//============================================================================================================================== |
|||
|
|||
#if FFX_HALF |
|||
|
|||
FfxFloat16x4 SpdReduceQuadH(FfxFloat16x4 v) |
|||
{ |
|||
#if defined(FFX_GLSL) && !defined(SPD_NO_WAVE_OPERATIONS) |
|||
FfxFloat16x4 v0 = v; |
|||
FfxFloat16x4 v1 = subgroupQuadSwapHorizontal(v); |
|||
FfxFloat16x4 v2 = subgroupQuadSwapVertical(v); |
|||
FfxFloat16x4 v3 = subgroupQuadSwapDiagonal(v); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
#elif defined(FFX_HLSL) && !defined(SPD_NO_WAVE_OPERATIONS) |
|||
// requires SM6.0 |
|||
FfxUInt32 quad = WaveGetLaneIndex() & (~0x3); |
|||
FfxFloat16x4 v0 = v; |
|||
FfxFloat16x4 v1 = WaveReadLaneAt(v, quad | 1); |
|||
FfxFloat16x4 v2 = WaveReadLaneAt(v, quad | 2); |
|||
FfxFloat16x4 v3 = WaveReadLaneAt(v, quad | 3); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
/* |
|||
// if SM6.0 is not available, you can use the AMD shader intrinsics |
|||
// the AMD shader intrinsics are available in AMD GPU Services (AGS) library: |
|||
// https://gpuopen.com/amd-gpu-services-ags-library/ |
|||
// works for DX11 |
|||
FfxFloat16x4 v0 = v; |
|||
FfxFloat16x4 v1; |
|||
v1.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
v1.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX1); |
|||
FfxFloat16x4 v2; |
|||
v2.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
v2.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_SwapX2); |
|||
FfxFloat16x4 v3; |
|||
v3.x = AmdExtD3DShaderIntrinsics_SwizzleF(v.x, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.y = AmdExtD3DShaderIntrinsics_SwizzleF(v.y, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.z = AmdExtD3DShaderIntrinsics_SwizzleF(v.z, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
v3.w = AmdExtD3DShaderIntrinsics_SwizzleF(v.w, AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
*/ |
|||
#endif |
|||
return FfxFloat16x4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
|
|||
FfxFloat16x4 SpdReduceIntermediateH(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3) |
|||
{ |
|||
FfxFloat16x4 v0 = SpdLoadIntermediateH(i0.x, i0.y); |
|||
FfxFloat16x4 v1 = SpdLoadIntermediateH(i1.x, i1.y); |
|||
FfxFloat16x4 v2 = SpdLoadIntermediateH(i2.x, i2.y); |
|||
FfxFloat16x4 v3 = SpdLoadIntermediateH(i3.x, i3.y); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat16x4 SpdReduceLoad4H(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat16x4 v0 = SpdLoadH(FfxInt32x2(i0), slice); |
|||
FfxFloat16x4 v1 = SpdLoadH(FfxInt32x2(i1), slice); |
|||
FfxFloat16x4 v2 = SpdLoadH(FfxInt32x2(i2), slice); |
|||
FfxFloat16x4 v3 = SpdLoadH(FfxInt32x2(i3), slice); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat16x4 SpdReduceLoad4H(FfxUInt32x2 base, FfxUInt32 slice) |
|||
{ |
|||
return SpdReduceLoad4H(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice); |
|||
} |
|||
|
|||
FfxFloat16x4 SpdReduceLoadSourceImage4H(FfxUInt32x2 i0, FfxUInt32x2 i1, FfxUInt32x2 i2, FfxUInt32x2 i3, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat16x4 v0 = SpdLoadSourceImageH(FfxInt32x2(i0), slice); |
|||
FfxFloat16x4 v1 = SpdLoadSourceImageH(FfxInt32x2(i1), slice); |
|||
FfxFloat16x4 v2 = SpdLoadSourceImageH(FfxInt32x2(i2), slice); |
|||
FfxFloat16x4 v3 = SpdLoadSourceImageH(FfxInt32x2(i3), slice); |
|||
return SpdReduce4H(v0, v1, v2, v3); |
|||
} |
|||
|
|||
FfxFloat16x4 SpdReduceLoadSourceImageH(FfxUInt32x2 base, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_LINEAR_SAMPLER |
|||
return SpdLoadSourceImageH(FfxInt32x2(base), slice); |
|||
#else |
|||
return SpdReduceLoadSourceImage4H(FfxUInt32x2(base + FfxUInt32x2(0, 0)), FfxUInt32x2(base + FfxUInt32x2(0, 1)), FfxUInt32x2(base + FfxUInt32x2(1, 0)), FfxUInt32x2(base + FfxUInt32x2(1, 1)), slice); |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1_IntrinsicsH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat16x4 v[4]; |
|||
|
|||
FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2); |
|||
FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y); |
|||
v[0] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[0], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y); |
|||
v[1] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[1], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16); |
|||
v[2] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[2], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16); |
|||
v[3] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[3], 0, slice); |
|||
|
|||
if (mips <= 1) |
|||
return; |
|||
|
|||
v[0] = SpdReduceQuadH(v[0]); |
|||
v[1] = SpdReduceQuadH(v[1]); |
|||
v[2] = SpdReduceQuadH(v[2]); |
|||
v[3] = SpdReduceQuadH(v[3]); |
|||
|
|||
if ((localInvocationIndex % 4) == 0) |
|||
{ |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2), v[0], 1, slice); |
|||
SpdStoreIntermediateH(x / 2, y / 2, v[0]); |
|||
|
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2), v[1], 1, slice); |
|||
SpdStoreIntermediateH(x / 2 + 8, y / 2, v[1]); |
|||
|
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2, y / 2 + 8), v[2], 1, slice); |
|||
SpdStoreIntermediateH(x / 2, y / 2 + 8, v[2]); |
|||
|
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x / 2 + 8, y / 2 + 8), v[3], 1, slice); |
|||
SpdStoreIntermediateH(x / 2 + 8, y / 2 + 8, v[3]); |
|||
} |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1_LDSH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
FfxFloat16x4 v[4]; |
|||
|
|||
FfxInt32x2 tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2); |
|||
FfxInt32x2 pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y); |
|||
v[0] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[0], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y); |
|||
v[1] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[1], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x, y + 16); |
|||
v[2] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[2], 0, slice); |
|||
|
|||
tex = FfxInt32x2(workGroupID.xy * 64) + FfxInt32x2(x * 2 + 32, y * 2 + 32); |
|||
pix = FfxInt32x2(workGroupID.xy * 32) + FfxInt32x2(x + 16, y + 16); |
|||
v[3] = SpdReduceLoadSourceImageH(tex, slice); |
|||
SpdStoreH(pix, v[3], 0, slice); |
|||
|
|||
if (mips <= 1) |
|||
return; |
|||
|
|||
for (FfxInt32 i = 0; i < 4; i++) |
|||
{ |
|||
SpdStoreIntermediateH(x, y, v[i]); |
|||
SpdWorkgroupShuffleBarrier(); |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
v[i] = SpdReduceIntermediateH(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1)); |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 16) + FfxInt32x2(x + (i % 2) * 8, y + (i / 2) * 8), v[i], 1, slice); |
|||
} |
|||
SpdWorkgroupShuffleBarrier(); |
|||
} |
|||
|
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
SpdStoreIntermediateH(x + 0, y + 0, v[0]); |
|||
SpdStoreIntermediateH(x + 8, y + 0, v[1]); |
|||
SpdStoreIntermediateH(x + 0, y + 8, v[2]); |
|||
SpdStoreIntermediateH(x + 8, y + 8, v[3]); |
|||
} |
|||
} |
|||
|
|||
void SpdDownsampleMips_0_1H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
SpdDownsampleMips_0_1_LDSH(x, y, workGroupID, localInvocationIndex, mips, slice); |
|||
#else |
|||
SpdDownsampleMips_0_1_IntrinsicsH(x, y, workGroupID, localInvocationIndex, mips, slice); |
|||
#endif |
|||
} |
|||
|
|||
|
|||
void SpdDownsampleMip_2H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(x * 2 + 0, y * 2 + 0), FfxUInt32x2(x * 2 + 1, y * 2 + 0), FfxUInt32x2(x * 2 + 0, y * 2 + 1), FfxUInt32x2(x * 2 + 1, y * 2 + 1)); |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS, try to reduce bank conflicts |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 x |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
// ... |
|||
// x 0 x 0 x 0 x 0 x 0 x 0 x 0 x 0 |
|||
SpdStoreIntermediateH(x * 2 + y % 2, y * 2, v); |
|||
} |
|||
#else |
|||
FfxFloat16x4 v = SpdLoadIntermediateH(x, y); |
|||
v = SpdReduceQuadH(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 8) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediateH(x + (y / 2) % 2, y, v); |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_3H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 16) |
|||
{ |
|||
// x 0 x 0 |
|||
// 0 0 0 0 |
|||
// 0 x 0 x |
|||
// 0 0 0 0 |
|||
FfxFloat16x4 v = |
|||
SpdReduceIntermediateH(FfxUInt32x2(x * 4 + 0 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 2 + 0, y * 4 + 0), FfxUInt32x2(x * 4 + 0 + 1, y * 4 + 2), FfxUInt32x2(x * 4 + 2 + 1, y * 4 + 2)); |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS |
|||
// x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
|||
// 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 0 |
|||
// ... |
|||
// 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x 0 |
|||
// ... |
|||
// 0 0 0 x 0 0 0 x 0 0 0 x 0 0 0 x |
|||
// ... |
|||
SpdStoreIntermediateH(x * 4 + y, y * 4, v); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 64) |
|||
{ |
|||
FfxFloat16x4 v = SpdLoadIntermediateH(x * 2 + y % 2, y * 2); |
|||
v = SpdReduceQuadH(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 4) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediateH(x * 2 + y / 2, y * 2, v); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_4H(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 4) |
|||
{ |
|||
// x 0 0 0 x 0 0 0 |
|||
// ... |
|||
// 0 x 0 0 0 x 0 0 |
|||
FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(x * 8 + 0 + 0 + y * 2, y * 8 + 0), |
|||
FfxUInt32x2(x * 8 + 4 + 0 + y * 2, y * 8 + 0), |
|||
FfxUInt32x2(x * 8 + 0 + 1 + y * 2, y * 8 + 4), |
|||
FfxUInt32x2(x * 8 + 4 + 1 + y * 2, y * 8 + 4)); |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x, y), v, mip, slice); |
|||
// store to LDS |
|||
// x x x x 0 ... |
|||
// 0 ... |
|||
SpdStoreIntermediateH(x + y * 2, 0, v); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 16) |
|||
{ |
|||
FfxFloat16x4 v = SpdLoadIntermediateH(x * 4 + y, y * 4); |
|||
v = SpdReduceQuadH(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy * 2) + FfxInt32x2(x / 2, y / 2), v, mip, slice); |
|||
SpdStoreIntermediateH(x / 2 + y, 0, v); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMip_5H(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mip, FfxUInt32 slice) |
|||
{ |
|||
#ifdef SPD_NO_WAVE_OPERATIONS |
|||
if (localInvocationIndex < 1) |
|||
{ |
|||
// x x x x 0 ... |
|||
// 0 ... |
|||
FfxFloat16x4 v = SpdReduceIntermediateH(FfxUInt32x2(0, 0), FfxUInt32x2(1, 0), FfxUInt32x2(2, 0), FfxUInt32x2(3, 0)); |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy), v, mip, slice); |
|||
} |
|||
#else |
|||
if (localInvocationIndex < 4) |
|||
{ |
|||
FfxFloat16x4 v = SpdLoadIntermediateH(localInvocationIndex, 0); |
|||
v = SpdReduceQuadH(v); |
|||
// quad index 0 stores result |
|||
if (localInvocationIndex % 4 == 0) |
|||
{ |
|||
SpdStoreH(FfxInt32x2(workGroupID.xy), v, mip, slice); |
|||
} |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
void SpdDownsampleMips_6_7H(FfxUInt32 x, FfxUInt32 y, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
FfxInt32x2 tex = FfxInt32x2(x * 4 + 0, y * 4 + 0); |
|||
FfxInt32x2 pix = FfxInt32x2(x * 2 + 0, y * 2 + 0); |
|||
FfxFloat16x4 v0 = SpdReduceLoad4H(tex, slice); |
|||
SpdStoreH(pix, v0, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 2, y * 4 + 0); |
|||
pix = FfxInt32x2(x * 2 + 1, y * 2 + 0); |
|||
FfxFloat16x4 v1 = SpdReduceLoad4H(tex, slice); |
|||
SpdStoreH(pix, v1, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 0, y * 4 + 2); |
|||
pix = FfxInt32x2(x * 2 + 0, y * 2 + 1); |
|||
FfxFloat16x4 v2 = SpdReduceLoad4H(tex, slice); |
|||
SpdStoreH(pix, v2, 6, slice); |
|||
|
|||
tex = FfxInt32x2(x * 4 + 2, y * 4 + 2); |
|||
pix = FfxInt32x2(x * 2 + 1, y * 2 + 1); |
|||
FfxFloat16x4 v3 = SpdReduceLoad4H(tex, slice); |
|||
SpdStoreH(pix, v3, 6, slice); |
|||
|
|||
if (mips < 8) |
|||
return; |
|||
// no barrier needed, working on values only from the same thread |
|||
|
|||
FfxFloat16x4 v = SpdReduce4H(v0, v1, v2, v3); |
|||
SpdStoreH(FfxInt32x2(x, y), v, 7, slice); |
|||
SpdStoreIntermediateH(x, y, v); |
|||
} |
|||
|
|||
void SpdDownsampleNextFourH(FfxUInt32 x, FfxUInt32 y, FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 baseMip, FfxUInt32 mips, FfxUInt32 slice) |
|||
{ |
|||
if (mips <= baseMip) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_2H(x, y, workGroupID, localInvocationIndex, baseMip, slice); |
|||
|
|||
if (mips <= baseMip + 1) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_3H(x, y, workGroupID, localInvocationIndex, baseMip + 1, slice); |
|||
|
|||
if (mips <= baseMip + 2) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_4H(x, y, workGroupID, localInvocationIndex, baseMip + 2, slice); |
|||
|
|||
if (mips <= baseMip + 3) |
|||
return; |
|||
SpdWorkgroupShuffleBarrier(); |
|||
SpdDownsampleMip_5H(workGroupID, localInvocationIndex, baseMip + 3, slice); |
|||
} |
|||
|
|||
void SpdDownsampleH(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice) |
|||
{ |
|||
FfxUInt32x2 sub_xy = ffxRemapForWaveReduction(localInvocationIndex % 64); |
|||
FfxUInt32 x = sub_xy.x + 8 * ((localInvocationIndex >> 6) % 2); |
|||
FfxUInt32 y = sub_xy.y + 8 * ((localInvocationIndex >> 7)); |
|||
|
|||
SpdDownsampleMips_0_1H(x, y, workGroupID, localInvocationIndex, mips, slice); |
|||
|
|||
SpdDownsampleNextFourH(x, y, workGroupID, localInvocationIndex, 2, mips, slice); |
|||
|
|||
if (mips < 7) |
|||
return; |
|||
|
|||
if (SpdExitWorkgroup(numWorkGroups, localInvocationIndex, slice)) |
|||
return; |
|||
|
|||
SpdResetAtomicCounter(slice); |
|||
|
|||
// After mip 6 there is only a single workgroup left that downsamples the remaining up to 64x64 texels. |
|||
SpdDownsampleMips_6_7H(x, y, mips, slice); |
|||
|
|||
SpdDownsampleNextFourH(x, y, FfxUInt32x2(0, 0), localInvocationIndex, 8, mips, slice); |
|||
} |
|||
|
|||
void SpdDownsampleH(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxUInt32 mips, FfxUInt32 numWorkGroups, FfxUInt32 slice, FfxUInt32x2 workGroupOffset) |
|||
{ |
|||
SpdDownsampleH(workGroupID + workGroupOffset, localInvocationIndex, mips, numWorkGroups, slice); |
|||
} |
|||
|
|||
#endif // #if FFX_HALF |
|||
#endif // #ifdef FFX_GPU |
|||
@ -1,60 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 3ef69a900a925bb498651c10581e0979 |
|||
PluginImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
iconMap: {} |
|||
executionOrder: {} |
|||
defineConstraints: [] |
|||
isPreloaded: 0 |
|||
isOverridable: 0 |
|||
isExplicitlyReferenced: 0 |
|||
validateReferences: 1 |
|||
platformData: |
|||
- first: |
|||
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|||
second: |
|||
enabled: 0 |
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settings: |
|||
Exclude Editor: 1 |
|||
Exclude GameCoreScarlett: 1 |
|||
Exclude GameCoreXboxOne: 1 |
|||
Exclude Linux64: 1 |
|||
Exclude OSXUniversal: 1 |
|||
Exclude PS4: 1 |
|||
Exclude PS5: 1 |
|||
Exclude WebGL: 1 |
|||
Exclude Win: 1 |
|||
Exclude Win64: 1 |
|||
- first: |
|||
Any: |
|||
second: |
|||
enabled: 0 |
|||
settings: {} |
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- first: |
|||
Editor: Editor |
|||
second: |
|||
enabled: 0 |
|||
settings: |
|||
DefaultValueInitialized: true |
|||
- first: |
|||
Standalone: Linux64 |
|||
second: |
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enabled: 0 |
|||
settings: |
|||
CPU: None |
|||
- first: |
|||
Standalone: Win |
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second: |
|||
enabled: 0 |
|||
settings: |
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CPU: None |
|||
- first: |
|||
Standalone: Win64 |
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second: |
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enabled: 0 |
|||
settings: |
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CPU: None |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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