2 changed files with 0 additions and 909 deletions
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882Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_glsl.h
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27Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_glsl.h.meta
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// This file is part of the FidelityFX SDK. |
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// |
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// Copyright (C) 2024 Advanced Micro Devices, Inc. |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files(the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions : |
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// |
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// The above copyright notice and this permission notice shall be included in |
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// all copies or substantial portions of the Software. |
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// |
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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|
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#include "ffx_fsr3upscaler_resources.h" |
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|
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#if defined(FFX_GPU) |
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#include "ffx_core.h" |
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#endif // #if defined(FFX_GPU) |
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|
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#if defined(FFX_GPU) |
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#ifndef FFX_PREFER_WAVE64 |
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#define FFX_PREFER_WAVE64 |
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#endif // FFX_PREFER_WAVE64 |
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|
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#if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_CB_FSR3UPSCALER, std140) uniform cbFSR3UPSCALER_t |
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{ |
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FfxInt32x2 iRenderSize; |
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FfxInt32x2 iPreviousFrameRenderSize; |
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|
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FfxInt32x2 iUpscaleSize; |
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FfxInt32x2 iPreviousFrameUpscaleSize; |
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|
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FfxInt32x2 iMaxRenderSize; |
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FfxInt32x2 iMaxUpscaleSize; |
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|
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FfxFloat32x4 fDeviceToViewDepth; |
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|
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FfxFloat32x2 fJitter; |
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FfxFloat32x2 fPreviousFrameJitter; |
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|
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FfxFloat32x2 fMotionVectorScale; |
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FfxFloat32x2 fDownscaleFactor; |
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|
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FfxFloat32x2 fMotionVectorJitterCancellation; |
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FfxFloat32 fTanHalfFOV; |
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FfxFloat32 fJitterSequenceLength; |
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|
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FfxFloat32 fDeltaTime; |
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FfxFloat32 fDeltaPreExposure; |
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FfxFloat32 fViewSpaceToMetersFactor; |
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FfxFloat32 fFrameIndex; |
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} cbFSR3Upscaler; |
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|
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|
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FfxInt32x2 RenderSize() |
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{ |
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return cbFSR3Upscaler.iRenderSize; |
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} |
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|
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FfxInt32x2 PreviousFrameRenderSize() |
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{ |
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return cbFSR3Upscaler.iPreviousFrameRenderSize; |
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} |
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|
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FfxInt32x2 MaxRenderSize() |
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{ |
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return cbFSR3Upscaler.iMaxRenderSize; |
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} |
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|
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FfxInt32x2 UpscaleSize() |
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{ |
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return cbFSR3Upscaler.iUpscaleSize; |
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} |
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|
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FfxInt32x2 PreviousFrameUpscaleSize() |
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{ |
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return cbFSR3Upscaler.iPreviousFrameUpscaleSize; |
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} |
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|
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FfxInt32x2 MaxUpscaleSize() |
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{ |
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return cbFSR3Upscaler.iMaxUpscaleSize; |
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} |
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|
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FfxFloat32x2 Jitter() |
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{ |
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return cbFSR3Upscaler.fJitter; |
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} |
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|
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FfxFloat32x2 PreviousFrameJitter() |
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{ |
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return cbFSR3Upscaler.fPreviousFrameJitter; |
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} |
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|
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FfxFloat32x4 DeviceToViewSpaceTransformFactors() |
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{ |
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return cbFSR3Upscaler.fDeviceToViewDepth; |
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} |
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|
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FfxFloat32x2 MotionVectorScale() |
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{ |
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return cbFSR3Upscaler.fMotionVectorScale; |
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} |
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|
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FfxFloat32x2 DownscaleFactor() |
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{ |
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return cbFSR3Upscaler.fDownscaleFactor; |
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} |
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|
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FfxFloat32x2 MotionVectorJitterCancellation() |
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{ |
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return cbFSR3Upscaler.fMotionVectorJitterCancellation; |
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} |
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|
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FfxFloat32 TanHalfFoV() |
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{ |
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return cbFSR3Upscaler.fTanHalfFOV; |
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} |
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|
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FfxFloat32 JitterSequenceLength() |
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{ |
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return cbFSR3Upscaler.fJitterSequenceLength; |
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} |
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|
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FfxFloat32 DeltaTime() |
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{ |
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return cbFSR3Upscaler.fDeltaTime; |
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} |
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|
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FfxFloat32 DeltaPreExposure() |
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{ |
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return cbFSR3Upscaler.fDeltaPreExposure; |
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} |
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|
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FfxFloat32 ViewSpaceToMetersFactor() |
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{ |
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return cbFSR3Upscaler.fViewSpaceToMetersFactor; |
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} |
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|
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FfxFloat32 FrameIndex() |
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{ |
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return cbFSR3Upscaler.fFrameIndex; |
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} |
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|
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#endif // #if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER) |
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|
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|
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#if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_CB_AUTOREACTIVE, std140) uniform cbGenerateReactive_t |
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{ |
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FfxFloat32 fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels |
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FfxFloat32 fTcScale; |
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FfxFloat32 fReactiveScale; |
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FfxFloat32 fReactiveMax; |
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} cbGenerateReactive; |
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|
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FfxFloat32 TcThreshold() |
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{ |
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return cbGenerateReactive.fTcThreshold; |
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} |
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|
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FfxFloat32 TcScale() |
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{ |
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return cbGenerateReactive.fTcScale; |
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} |
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|
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FfxFloat32 ReactiveScale() |
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{ |
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return cbGenerateReactive.fReactiveScale; |
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} |
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|
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FfxFloat32 ReactiveMax() |
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{ |
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return cbGenerateReactive.fReactiveMax; |
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} |
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#endif // #if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE) |
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|
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#if defined(FSR3UPSCALER_BIND_CB_RCAS) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_CB_RCAS, std140) uniform cbRCAS_t |
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{ |
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FfxUInt32x4 rcasConfig; |
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} cbRCAS; |
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|
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FfxUInt32x4 RCASConfig() |
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{ |
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return cbRCAS.rcasConfig; |
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} |
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#endif // #if defined(FSR3UPSCALER_BIND_CB_RCAS) |
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|
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#if defined(FSR3UPSCALER_BIND_CB_REACTIVE) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t |
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{ |
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FfxFloat32 gen_reactive_scale; |
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FfxFloat32 gen_reactive_threshold; |
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FfxFloat32 gen_reactive_binaryValue; |
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FfxUInt32 gen_reactive_flags; |
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} cbGenerateReactive; |
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|
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FfxFloat32 GenReactiveScale() |
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{ |
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return cbGenerateReactive.gen_reactive_scale; |
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} |
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|
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FfxFloat32 GenReactiveThreshold() |
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{ |
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return cbGenerateReactive.gen_reactive_threshold; |
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} |
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|
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FfxFloat32 GenReactiveBinaryValue() |
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{ |
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return cbGenerateReactive.gen_reactive_binaryValue; |
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} |
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|
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FfxUInt32 GenReactiveFlags() |
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{ |
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return cbGenerateReactive.gen_reactive_flags; |
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} |
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#endif // #if defined(FSR3UPSCALER_BIND_CB_REACTIVE) |
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|
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|
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#if defined(FSR3UPSCALER_BIND_CB_SPD) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_CB_SPD, std140) uniform cbSPD_t |
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{ |
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FfxUInt32 mips; |
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FfxUInt32 numWorkGroups; |
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FfxUInt32x2 workGroupOffset; |
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FfxUInt32x2 renderSize; |
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} cbSPD; |
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|
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FfxUInt32 MipCount() |
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{ |
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return cbSPD.mips; |
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} |
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|
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FfxUInt32 NumWorkGroups() |
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{ |
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return cbSPD.numWorkGroups; |
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} |
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|
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FfxUInt32x2 WorkGroupOffset() |
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{ |
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return cbSPD.workGroupOffset; |
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} |
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|
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FfxUInt32x2 SPD_RenderSize() |
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{ |
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return cbSPD.renderSize; |
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} |
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#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD) |
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|
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layout (set = 0, binding = 1000) uniform sampler s_PointClamp; |
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layout (set = 0, binding = 1001) uniform sampler s_LinearClamp; |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_SPD_MIPS) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_SPD_MIPS) uniform texture2D r_spd_mips; |
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|
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FfxInt32x2 GetSPDMipDimensions(FfxUInt32 uMipLevel) |
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{ |
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return textureSize(r_spd_mips, int(uMipLevel)).xy; |
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} |
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|
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FfxFloat32x2 SampleSPDMipLevel(FfxFloat32x2 fUV, FfxUInt32 mipLevel) |
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{ |
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return textureLod(sampler2D(r_spd_mips, s_LinearClamp), fUV, float(mipLevel)).rg; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth; |
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|
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FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_input_depth, iPxPos, 0).r; |
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} |
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|
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FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_input_depth, s_LinearClamp), fUV, 0.0).x; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask; |
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|
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FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r; |
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} |
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|
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FfxInt32x2 GetReactiveMaskResourceDimensions() |
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{ |
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return textureSize(r_reactive_mask, 0).xy; |
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} |
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|
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FfxFloat32 SampleReactiveMask(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_reactive_mask, s_LinearClamp), fUV, 0.0).x; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask; |
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|
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FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) |
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{ |
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return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r; |
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} |
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|
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FfxInt32x2 GetTransparencyAndCompositionMaskResourceDimensions() |
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{ |
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return textureSize(r_transparency_and_composition_mask, 0).xy; |
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} |
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|
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FfxFloat32 SampleTransparencyAndCompositionMask(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_transparency_and_composition_mask, s_LinearClamp), fUV, 0.0).x; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered; |
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FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_input_color_jittered, iPxPos, 0).rgb; |
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} |
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|
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FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0).rgb; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors; |
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|
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FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos) |
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{ |
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FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy; |
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|
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FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale(); |
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#if FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS |
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fUvMotionVector -= MotionVectorJitterCancellation(); |
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#endif |
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|
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return fUvMotionVector; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color; |
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|
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FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory) |
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{ |
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return texelFetch(r_internal_upscaled_color, iPxHistory, 0); |
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} |
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|
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FfxFloat32x4 SampleHistory(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_internal_upscaled_color, s_LinearClamp), fUV, 0.0); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history; |
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void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory) |
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{ |
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imageStore(rw_luma_history, iPxPos, fLumaHistory); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history; |
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|
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FfxFloat32x4 LoadLumaHistory(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_luma_history, iPxPos, 0); |
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} |
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|
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FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_RCAS_INPUT) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input; |
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|
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FfxFloat32x4 LoadRCAS_Input(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_rcas_input, iPxPos, 0); |
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} |
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|
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FfxFloat32x3 SampleRCAS_Input(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_rcas_input, s_LinearClamp), fUV, 0.0).rgb; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color; |
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|
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void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory) |
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{ |
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imageStore(rw_internal_upscaled_color, iPxHistory, fHistory); |
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} |
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|
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void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight) |
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{ |
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imageStore(rw_internal_upscaled_color, iPxPos, fColorAndWeight); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output; |
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|
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void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor) |
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{ |
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imageStore(rw_upscaled_output, iPxPos, FfxFloat32x4(fColor, 1.0)); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_ACCUMULATION) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_ACCUMULATION) uniform texture2D r_accumulation; |
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|
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FfxFloat32 SampleAccumulation(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_accumulation, s_LinearClamp), fUV, 0.0).x; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_UAV_ACCUMULATION) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_ACCUMULATION, r8) uniform image2D rw_accumulation; |
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|
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void StoreAccumulation(FfxInt32x2 iPxPos, FfxFloat32 fAccumulation) |
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{ |
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imageStore(rw_accumulation, iPxPos, vec4(fAccumulation, 0.0, 0.0, 0.0)); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_SHADING_CHANGE) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_SHADING_CHANGE) uniform texture2D r_shading_change; |
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|
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FfxFloat32 LoadShadingChange(FfxInt32x2 iPxPos) |
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{ |
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return texelFetch(r_shading_change, iPxPos, 0).x; |
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} |
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|
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FfxFloat32 SampleShadingChange(FfxFloat32x2 fUV) |
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{ |
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return textureLod(sampler2D(r_shading_change, s_LinearClamp), fUV, 0.0).x; |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_UAV_SHADING_CHANGE) |
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SHADING_CHANGE, r8) uniform image2D rw_shading_change; |
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|
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void StoreShadingChange(FfxInt32x2 iPxPos, FfxFloat32 fShadingChange) |
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{ |
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imageStore(rw_shading_change, iPxPos, vec4(fShadingChange, 0.0, 0.0, 0.0)); |
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} |
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#endif |
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|
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#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH) |
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layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH) uniform texture2D r_farthest_depth; |
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|
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FfxInt32x2 GetFarthestDepthResourceDimensions() |
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{ |
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return textureSize(r_farthest_depth, 0).xy; |
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} |
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|
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FfxFloat32 LoadFarthestDepth(FfxInt32x2 iPxPos) |
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{ |
|||
return texelFetch(r_farthest_depth, iPxPos, 0).x; |
|||
} |
|||
|
|||
FfxFloat32 SampleFarthestDepth(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_farthest_depth, s_LinearClamp), fUV, 0.0).x; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH, r16f) uniform image2D rw_farthest_depth; |
|||
|
|||
void StoreFarthestDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth) |
|||
{ |
|||
imageStore(rw_farthest_depth, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1) uniform texture2D r_farthest_depth_mip1; |
|||
|
|||
FfxInt32x2 GetFarthestDepthMip1ResourceDimensions() |
|||
{ |
|||
return textureSize(r_farthest_depth_mip1, 0).xy; |
|||
} |
|||
|
|||
FfxFloat32 LoadFarthestDepthMip1(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_farthest_depth_mip1, iPxPos, 0).x; |
|||
} |
|||
|
|||
FfxFloat32 SampleFarthestDepthMip1(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_farthest_depth_mip1, s_LinearClamp), fUV, 0.0).x; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1, r16f) uniform image2D rw_farthest_depth_mip1; |
|||
|
|||
void StoreFarthestDepthMip1(FfxInt32x2 iPxPos, FfxFloat32 fDepth) |
|||
{ |
|||
imageStore(rw_farthest_depth_mip1, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_CURRENT_LUMA) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_CURRENT_LUMA) uniform texture2D r_current_luma; |
|||
|
|||
FfxFloat32 LoadCurrentLuma(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_current_luma, iPxPos, 0).r; |
|||
} |
|||
|
|||
FfxFloat32 SampleCurrentLuma(FfxFloat32x2 uv) |
|||
{ |
|||
return textureLod(sampler2D(r_current_luma, s_LinearClamp), uv, 0.0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_CURRENT_LUMA) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_CURRENT_LUMA, r16f) uniform image2D rw_current_luma; |
|||
|
|||
void StoreCurrentLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma) |
|||
{ |
|||
imageStore(rw_current_luma, iPxPos, vec4(fLuma, 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY) uniform texture2D r_luma_instability; |
|||
|
|||
FfxFloat32 SampleLumaInstability(FfxFloat32x2 uv) |
|||
{ |
|||
return textureLod(sampler2D(r_luma_instability, s_LinearClamp), uv, 0.0).x; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY, r16f) uniform image2D rw_luma_instability; |
|||
|
|||
void StoreLumaInstability(FfxInt32x2 iPxPos, FfxFloat32 fLumaInstability) |
|||
{ |
|||
imageStore(rw_luma_instability, iPxPos, vec4(fLumaInstability, 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA) uniform texture2D r_previous_luma; |
|||
|
|||
FfxFloat32 LoadPreviousLuma(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_previous_luma, iPxPos, 0).r; |
|||
} |
|||
|
|||
FfxFloat32 SamplePreviousLuma(FfxFloat32x2 uv) |
|||
{ |
|||
return textureLod(sampler2D(r_previous_luma, s_LinearClamp), uv, 0.0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_NEW_LOCKS) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks; |
|||
|
|||
FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_new_locks, iPxPos, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_NEW_LOCKS) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks; |
|||
|
|||
FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos) |
|||
{ |
|||
return imageLoad(rw_new_locks, iPxPos).r; |
|||
} |
|||
|
|||
void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock) |
|||
{ |
|||
imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth; |
|||
|
|||
FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos) |
|||
{ |
|||
return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth; |
|||
|
|||
void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth) |
|||
{ |
|||
FfxUInt32 uDepth = floatBitsToUint(fDepth); |
|||
|
|||
#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH |
|||
imageAtomicMax(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); |
|||
#else |
|||
imageAtomicMin(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); // min for standard, max for inverted depth |
|||
#endif |
|||
} |
|||
|
|||
void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue) |
|||
{ |
|||
imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilated_depth; |
|||
|
|||
void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth) |
|||
{ |
|||
imageStore(rw_dilated_depth, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors; |
|||
|
|||
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector) |
|||
{ |
|||
imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors; |
|||
|
|||
FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_dilated_motion_vectors, iPxInput, 0).xy; |
|||
} |
|||
|
|||
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0).xy; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilated_depth; |
|||
|
|||
FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_dilated_depth, iPxInput, 0).r; |
|||
} |
|||
|
|||
FfxFloat32 SampleDilatedDepth(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_dilated_depth, s_LinearClamp), fUV, 0.0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure; |
|||
|
|||
FfxFloat32 Exposure() |
|||
{ |
|||
FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x; |
|||
|
|||
if (exposure == 0.0) { |
|||
exposure = 1.0; |
|||
} |
|||
|
|||
return exposure; |
|||
} |
|||
#endif |
|||
|
|||
// BEGIN: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT |
|||
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut; |
|||
#endif |
|||
|
|||
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x) |
|||
{ |
|||
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT) |
|||
return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0, 0.5), 0.0).x; |
|||
#else |
|||
return 0.f; |
|||
#endif |
|||
} |
|||
// END: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks; |
|||
|
|||
FfxFloat32x4 SampleDilatedReactiveMasks(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS, rgba8) writeonly uniform image2D rw_dilated_reactive_masks; |
|||
|
|||
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fDilatedReactiveMasks) |
|||
{ |
|||
imageStore(rw_dilated_reactive_masks, iPxPos, fDilatedReactiveMasks); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only; |
|||
|
|||
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_opaque_only, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha; |
|||
|
|||
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha; |
|||
|
|||
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION) |
|||
|
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive; |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition; |
|||
|
|||
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive) |
|||
{ |
|||
imageStore(rw_output_autoreactive, iPxPos, FfxFloat32x4(FfxFloat32(fReactive.x), 0.0, 0.0, 0.0)); |
|||
|
|||
imageStore(rw_output_autocomposition, iPxPos, FfxFloat32x4(FfxFloat32(fReactive.y), 0.0, 0.0, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha; |
|||
|
|||
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
imageStore(rw_output_prev_color_pre_alpha, iPxPos, FfxFloat32x4(color, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha; |
|||
|
|||
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
imageStore(rw_output_prev_color_post_alpha, iPxPos, FfxFloat32x4(color, 0.0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_FRAME_INFO) |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FRAME_INFO, rgba32f) uniform image2D rw_frame_info; |
|||
|
|||
FfxFloat32x4 LoadFrameInfo() |
|||
{ |
|||
return imageLoad(rw_frame_info, ivec2(0, 0)); |
|||
} |
|||
|
|||
void StoreFrameInfo(FfxFloat32x4 fInfo) |
|||
{ |
|||
imageStore(rw_frame_info, ivec2(0, 0), fInfo); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_SRV_FRAME_INFO) |
|||
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FRAME_INFO) uniform texture2D r_frame_info; |
|||
|
|||
FfxFloat32x4 FrameInfo() |
|||
{ |
|||
return texelFetch(r_frame_info, ivec2(0, 0), 0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4) && \ |
|||
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5) |
|||
|
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0, rg16f) uniform image2D rw_spd_mip0; |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1, rg16f) uniform image2D rw_spd_mip1; |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2, rg16f) uniform image2D rw_spd_mip2; |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3, rg16f) uniform image2D rw_spd_mip3; |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4, rg16f) uniform image2D rw_spd_mip4; |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5, rg16f) coherent uniform image2D rw_spd_mip5; |
|||
|
|||
FfxFloat32x2 RWLoadPyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxUInt32 index) |
|||
{ |
|||
#define LOAD(idx) \ |
|||
if (index == idx) \ |
|||
{ \ |
|||
return imageLoad(rw_spd_mip##idx, iPxPos).xy; \ |
|||
} |
|||
LOAD(0); |
|||
LOAD(1); |
|||
LOAD(2); |
|||
LOAD(3); |
|||
LOAD(4); |
|||
LOAD(5); |
|||
|
|||
return FfxFloat32x2(0.0, 0.0); |
|||
|
|||
#undef LOAD |
|||
} |
|||
|
|||
void StorePyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 outValue, FFX_PARAMETER_IN FfxUInt32 index) |
|||
{ |
|||
#define STORE(idx) \ |
|||
if (index == idx) \ |
|||
{ \ |
|||
imageStore(rw_spd_mip##idx, iPxPos, vec4(outValue, 0.0, 0.0)); \ |
|||
} |
|||
|
|||
STORE(0); |
|||
STORE(1); |
|||
STORE(2); |
|||
STORE(3); |
|||
STORE(4); |
|||
STORE(5); |
|||
|
|||
#undef STORE |
|||
} |
|||
#endif |
|||
|
|||
#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC |
|||
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic; |
|||
|
|||
void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter) |
|||
{ |
|||
spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0, 0), 1); |
|||
} |
|||
|
|||
void SPD_ResetAtomicCounter() |
|||
{ |
|||
imageStore(rw_spd_global_atomic, ivec2(0, 0), uvec4(0)); |
|||
} |
|||
#endif |
|||
|
|||
#endif // #if defined(FFX_GPU) |
|||
@ -1,27 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 792c5fd8e080de44a8d66c330e46d7c0 |
|||
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: |
|||
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