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Removed shader that was made obsolete as part of FSR 2.2

mac-autoexp
Nico de Poel 3 years ago
parent
commit
4801535236
  1. 14
      Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute
  2. 8
      Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta
  3. 88
      Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color.h
  4. 27
      Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color.h.meta
  5. 64
      Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl
  6. 7
      Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl.meta

14
Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute

@ -1,14 +0,0 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE
#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT
#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 __ FFX_FSR2_OPTION_APPLY_SHARPENING
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_prepare_input_color_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: b32b97eb4bc4e654c916f74ba1a939fc
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
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88
Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color.h

@ -1,88 +0,0 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022 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_PREPARE_INPUT_COLOR_H
#define FFX_FSR2_PREPARE_INPUT_COLOR_H
//TODO: Move to common location & share with Accumulate
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);
}
}
void ComputeLumaStabilityFactor(FfxInt32x2 iPxLrPos, FfxFloat32 fCurrentFrameLuma)
{
FfxFloat32x4 fCurrentFrameLumaHistory = LoadRwLumaHistory(iPxLrPos);
fCurrentFrameLumaHistory.a = FfxFloat32(0);
if (FrameIndex() > 3) {
FfxFloat32 fDiffs0 = MinDividedByMax(fCurrentFrameLumaHistory[2], fCurrentFrameLuma);
FfxFloat32 fDiffs1 = ffxMax(MinDividedByMax(fCurrentFrameLumaHistory[0], fCurrentFrameLuma), MinDividedByMax(fCurrentFrameLumaHistory[1], fCurrentFrameLuma));
fCurrentFrameLumaHistory.a = ffxSaturate(fDiffs1 - fDiffs0);
}
//move history
fCurrentFrameLumaHistory[0] = fCurrentFrameLumaHistory[1];
fCurrentFrameLumaHistory[1] = fCurrentFrameLumaHistory[2];
fCurrentFrameLumaHistory[2] = fCurrentFrameLuma;
StoreLumaHistory(iPxLrPos, fCurrentFrameLumaHistory);
}
void PrepareInputColor(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 *= Exposure();
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
// Tonemap color, used in lockstatus and luma stability computations
fRgb = Tonemap(fRgb);
#endif
FfxFloat32x4 fYCoCg;
fYCoCg.xyz = RGBToYCoCg(fRgb);
const FfxFloat32 fPerceivedLuma = RGBToPerceivedLuma(fRgb);
ComputeLumaStabilityFactor(iPxLrPos, fPerceivedLuma);
//compute luma used to lock pixels, if used elsewhere the ffxPow must be moved!
fYCoCg.w = ffxPow(fPerceivedLuma, FfxFloat32(1.0 / 6.0));
StorePreparedInputColor(iPxLrPos, fYCoCg);
ClearResourcesForNextFrame(iPxLrPos);
}
#endif // FFX_FSR2_PREPARE_INPUT_COLOR_H

27
Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color.h.meta

@ -1,27 +0,0 @@
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serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
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64
Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl

@ -1,64 +0,0 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022 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.
// FSR2 pass 1
// SRV 1 : m_HDR : r_input_color_jittered
// SRV 4 : FSR2_Exposure : r_exposure
// UAV 7 : FSR2_ReconstructedPrevNearestDepth : rw_reconstructed_previous_nearest_depth
// UAV 13 : FSR2_PreparedInputColor : rw_prepared_input_color
// UAV 14 : FSR2_LumaHistory : rw_luma_history
// CB 0 : cbFSR2
#define FSR2_BIND_SRV_INPUT_COLOR 0
#define FSR2_BIND_SRV_INPUT_EXPOSURE 1
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 1
#define FSR2_BIND_UAV_LUMA_HISTORY 2
#define FSR2_BIND_CB_FSR2 0
#include "ffx_fsr2_callbacks_hlsl.h"
#include "ffx_fsr2_common.h"
#include "ffx_fsr2_prepare_input_color.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_NUM_THREADS
FFX_FSR2_EMBED_ROOTSIG_CONTENT
void CS(
uint2 uGroupId : SV_GroupID,
uint2 uDispatchThreadId : SV_DispatchThreadID,
uint2 uGroupThreadId : SV_GroupThreadID,
uint uGroupIndex : SV_GroupIndex
)
{
PrepareInputColor(uDispatchThreadId);
}

7
Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl.meta

@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 0710c8cc5e741b34882a94dddc5a1a6b
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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