Browse Source
Removed GLSL shader files as we don't actually use those, and to reduce clutter.
mac-autoexp
Removed GLSL shader files as we don't actually use those, and to reduce clutter.
mac-autoexp
22 changed files with 0 additions and 3227 deletions
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1669Assets/Resources/FSR2/shaders/ffx_core_glsl.h
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27Assets/Resources/FSR2/shaders/ffx_core_glsl.h.meta
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87Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_accumulate_pass.glsl.meta
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93Assets/Resources/FSR2/shaders/ffx_fsr2_autogen_reactive_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_autogen_reactive_pass.glsl.meta
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681Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_glsl.h
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27Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_glsl.h.meta
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134Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl.meta
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67Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_depth_clip_pass.glsl.meta
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56Assets/Resources/FSR2/shaders/ffx_fsr2_lock_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_lock_pass.glsl.meta
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62Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.glsl.meta
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80Assets/Resources/FSR2/shaders/ffx_fsr2_rcas_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_rcas_pass.glsl.meta
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65Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_previous_depth_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_reconstruct_previous_depth_pass.glsl.meta
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116Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen_pass.glsl
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7Assets/Resources/FSR2/shaders/ffx_fsr2_tcr_autogen_pass.glsl.meta
1669
Assets/Resources/FSR2/shaders/ffx_core_glsl.h
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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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settings: {} |
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Editor: Editor |
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settings: |
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DefaultValueInitialized: true |
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userData: |
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assetBundleName: |
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// This file is part of the FidelityFX SDK. |
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// |
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
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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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// 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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#version 450 |
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|
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#extension GL_GOOGLE_include_directive : require |
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#extension GL_EXT_samplerless_texture_functions : require |
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// Needed for rw_upscaled_output declaration |
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#extension GL_EXT_shader_image_load_formatted : require |
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|
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#define FSR2_BIND_SRV_INPUT_EXPOSURE 0 |
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#define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1 |
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#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2 |
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#else |
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#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 |
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#endif |
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#define FSR2_BIND_SRV_INTERNAL_UPSCALED 3 |
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#define FSR2_BIND_SRV_LOCK_STATUS 4 |
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#define FSR2_BIND_SRV_INPUT_DEPTH_CLIP 5 |
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#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6 |
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#define FSR2_BIND_SRV_LUMA_INSTABILITY 7 |
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#define FSR2_BIND_SRV_LANCZOS_LUT 8 |
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#define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 9 |
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#define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 10 |
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#define FSR2_BIND_SRV_AUTO_EXPOSURE 11 |
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#define FSR2_BIND_SRV_LUMA_HISTORY 12 |
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|
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#define FSR2_BIND_UAV_INTERNAL_UPSCALED 13 |
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#define FSR2_BIND_UAV_LOCK_STATUS 14 |
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#define FSR2_BIND_UAV_UPSCALED_OUTPUT 15 |
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#define FSR2_BIND_UAV_NEW_LOCKS 16 |
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#define FSR2_BIND_UAV_LUMA_HISTORY 17 |
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|
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#define FSR2_BIND_CB_FSR2 18 |
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|
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#include "ffx_fsr2_callbacks_glsl.h" |
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#include "ffx_fsr2_common.h" |
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#include "ffx_fsr2_sample.h" |
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#include "ffx_fsr2_upsample.h" |
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#include "ffx_fsr2_postprocess_lock_status.h" |
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#include "ffx_fsr2_reproject.h" |
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#include "ffx_fsr2_accumulate.h" |
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|
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#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
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#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
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#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
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#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
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#endif // FFX_FSR2_THREAD_GROUP_HEIGHT |
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#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
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#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
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#ifndef FFX_FSR2_NUM_THREADS |
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#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
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|
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#endif // #ifndef FFX_FSR2_NUM_THREADS |
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FFX_FSR2_NUM_THREADS |
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void main() |
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{ |
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uvec2 uGroupId = gl_WorkGroupID.xy; |
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const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT; |
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uGroupId.y = GroupRows - uGroupId.y - 1; |
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|
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uvec2 uDispatchThreadId = uGroupId * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy; |
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|
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Accumulate(ivec2(uDispatchThreadId)); |
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} |
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fileFormatVersion: 2 |
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guid: a47992654ac46784d976db0091b79aeb |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,93 +0,0 @@ |
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// This file is part of the FidelityFX SDK. |
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// |
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
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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: |
|||
// 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 |
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// THE SOFTWARE. |
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|
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#version 450 |
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|
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#extension GL_GOOGLE_include_directive : require |
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#extension GL_EXT_samplerless_texture_functions : require |
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|
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#define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0 |
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#define FSR2_BIND_SRV_INPUT_COLOR 1 |
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#define FSR2_BIND_UAV_AUTOREACTIVE 2 |
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#define FSR2_BIND_CB_REACTIVE 3 |
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#define FSR2_BIND_CB_FSR2 4 |
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|
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#include "ffx_fsr2_callbacks_glsl.h" |
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#include "ffx_fsr2_common.h" |
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|
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// layout (set = 1, binding = FSR2_BIND_SRV_PRE_ALPHA_COLOR) uniform texture2D r_input_color_pre_alpha; |
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// layout (set = 1, binding = FSR2_BIND_SRV_POST_ALPHA_COLOR) uniform texture2D r_input_color_post_alpha; |
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// layout (set = 1, binding = FSR2_BIND_UAV_REACTIVE, r8) uniform image2D rw_output_reactive_mask; |
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|
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|
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#ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
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#define FFX_FSR2_THREAD_GROUP_WIDTH 8 |
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH |
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#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT |
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#define FFX_FSR2_THREAD_GROUP_HEIGHT 8 |
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#endif // FFX_FSR2_THREAD_GROUP_HEIGHT |
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#ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
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#define FFX_FSR2_THREAD_GROUP_DEPTH 1 |
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH |
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#ifndef FFX_FSR2_NUM_THREADS |
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#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
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#endif // #ifndef FFX_FSR2_NUM_THREADS |
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|
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#if defined(FSR2_BIND_CB_REACTIVE) |
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layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t |
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{ |
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float scale; |
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float threshold; |
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float binaryValue; |
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uint flags; |
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} cbGenerateReactive; |
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#endif |
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|
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FFX_FSR2_NUM_THREADS |
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void main() |
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{ |
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FfxUInt32x2 uDispatchThreadId = gl_GlobalInvocationID.xy; |
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|
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FfxFloat32x3 ColorPreAlpha = LoadOpaqueOnly(FFX_MIN16_I2(uDispatchThreadId)).rgb; |
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FfxFloat32x3 ColorPostAlpha = LoadInputColor(FFX_MIN16_I2(uDispatchThreadId)).rgb; |
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|
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if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP) != 0) |
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{ |
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ColorPreAlpha = Tonemap(ColorPreAlpha); |
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ColorPostAlpha = Tonemap(ColorPostAlpha); |
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} |
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if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP) != 0) |
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{ |
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ColorPreAlpha = InverseTonemap(ColorPreAlpha); |
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ColorPostAlpha = InverseTonemap(ColorPostAlpha); |
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} |
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FfxFloat32 out_reactive_value = 0.f; |
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FfxFloat32x3 delta = abs(ColorPostAlpha - ColorPreAlpha); |
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out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX)!=0) ? max(delta.x, max(delta.y, delta.z)) : length(delta); |
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out_reactive_value *= cbGenerateReactive.scale; |
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|
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out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD)!=0) ? ((out_reactive_value < cbGenerateReactive.threshold) ? 0 : cbGenerateReactive.binaryValue) : out_reactive_value; |
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imageStore(rw_output_autoreactive, FfxInt32x2(uDispatchThreadId), vec4(out_reactive_value)); |
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} |
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fileFormatVersion: 2 |
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guid: 9b3697948343bfb42ac4fbc18d2fb8be |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,681 +0,0 @@ |
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// This file is part of the FidelityFX SDK. |
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// |
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. |
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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: |
|||
// 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 |
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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 |
|||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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#include "ffx_fsr2_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_FSR2_PREFER_WAVE64 |
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#define FFX_FSR2_PREFER_WAVE64 |
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#endif // #if defined(FFX_GPU) |
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|
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#if defined(FSR2_BIND_CB_FSR2) |
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layout (set = 1, binding = FSR2_BIND_CB_FSR2, std140) uniform cbFSR2_t |
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{ |
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FfxInt32x2 iRenderSize; |
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FfxInt32x2 iMaxRenderSize; |
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FfxInt32x2 iDisplaySize; |
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FfxInt32x2 iInputColorResourceDimensions; |
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FfxInt32x2 iLumaMipDimensions; |
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FfxInt32 iLumaMipLevelToUse; |
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FfxInt32 iFrameIndex; |
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|
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FfxFloat32x4 fDeviceToViewDepth; |
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FfxFloat32x2 fJitter; |
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FfxFloat32x2 fMotionVectorScale; |
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FfxFloat32x2 fDownscaleFactor; |
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FfxFloat32x2 fMotionVectorJitterCancellation; |
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FfxFloat32 fPreExposure; |
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FfxFloat32 fPreviousFramePreExposure; |
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FfxFloat32 fTanHalfFOV; |
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FfxFloat32 fJitterSequenceLength; |
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FfxFloat32 fDeltaTime; |
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FfxFloat32 fDynamicResChangeFactor; |
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FfxFloat32 fViewSpaceToMetersFactor; |
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} cbFSR2; |
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#endif |
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|
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FfxInt32x2 RenderSize() |
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{ |
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return cbFSR2.iRenderSize; |
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} |
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|
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FfxInt32x2 MaxRenderSize() |
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{ |
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return cbFSR2.iMaxRenderSize; |
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} |
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|
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FfxInt32x2 DisplaySize() |
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{ |
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return cbFSR2.iDisplaySize; |
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} |
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|
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FfxInt32x2 InputColorResourceDimensions() |
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{ |
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return cbFSR2.iInputColorResourceDimensions; |
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} |
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|
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FfxInt32x2 LumaMipDimensions() |
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{ |
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return cbFSR2.iLumaMipDimensions; |
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} |
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|
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FfxInt32 LumaMipLevelToUse() |
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{ |
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return cbFSR2.iLumaMipLevelToUse; |
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} |
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|
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FfxInt32 FrameIndex() |
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{ |
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return cbFSR2.iFrameIndex; |
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} |
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|
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FfxFloat32x4 DeviceToViewSpaceTransformFactors() |
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{ |
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return cbFSR2.fDeviceToViewDepth; |
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} |
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|
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FfxFloat32x2 Jitter() |
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{ |
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return cbFSR2.fJitter; |
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} |
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|
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FfxFloat32x2 MotionVectorScale() |
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{ |
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return cbFSR2.fMotionVectorScale; |
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} |
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|
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FfxFloat32x2 DownscaleFactor() |
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{ |
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return cbFSR2.fDownscaleFactor; |
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} |
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|
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FfxFloat32x2 MotionVectorJitterCancellation() |
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{ |
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return cbFSR2.fMotionVectorJitterCancellation; |
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} |
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|
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FfxFloat32 PreExposure() |
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{ |
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return cbFSR2.fPreExposure; |
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} |
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|
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FfxFloat32 PreviousFramePreExposure() |
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{ |
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return cbFSR2.fPreviousFramePreExposure; |
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} |
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|
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FfxFloat32 TanHalfFoV() |
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{ |
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return cbFSR2.fTanHalfFOV; |
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} |
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|
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FfxFloat32 JitterSequenceLength() |
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{ |
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return cbFSR2.fJitterSequenceLength; |
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} |
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|
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FfxFloat32 DeltaTime() |
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{ |
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return cbFSR2.fDeltaTime; |
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} |
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|
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FfxFloat32 DynamicResChangeFactor() |
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{ |
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return cbFSR2.fDynamicResChangeFactor; |
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} |
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|
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FfxFloat32 ViewSpaceToMetersFactor() |
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{ |
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return cbFSR2.fViewSpaceToMetersFactor; |
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} |
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|
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layout (set = 0, binding = 0) uniform sampler s_PointClamp; |
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layout (set = 0, binding = 1) uniform sampler s_LinearClamp; |
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|
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// SRVs |
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#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) |
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layout (set = 1, binding = FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only; |
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#endif |
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#if defined(FSR2_BIND_SRV_INPUT_COLOR) |
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layout (set = 1, binding = FSR2_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered; |
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#endif |
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#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) |
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layout (set = 1, binding = FSR2_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors; |
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#endif |
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#if defined(FSR2_BIND_SRV_INPUT_DEPTH) |
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layout (set = 1, binding = FSR2_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth; |
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#endif |
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#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) |
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layout (set = 1, binding = FSR2_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure; |
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#endif |
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#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) |
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layout(set = 1, binding = FSR2_BIND_SRV_AUTO_EXPOSURE) uniform texture2D r_auto_exposure; |
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#endif |
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#if defined(FSR2_BIND_SRV_REACTIVE_MASK) |
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layout (set = 1, binding = FSR2_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask; |
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#endif |
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#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) |
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layout (set = 1, binding = FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask; |
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#endif |
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#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors; |
|||
#endif |
|||
#if defined (FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) |
|||
layout(set = 1, binding = FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) uniform texture2D r_previous_dilated_motion_vectors; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_DILATED_DEPTH) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilatedDepth; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_LOCK_STATUS) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_STATUS) uniform texture2D r_lock_status; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_INPUT_LUMA) uniform texture2D r_lock_input_luma; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_NEW_LOCKS) |
|||
layout(set = 1, binding = FSR2_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_PREPARED_INPUT_COLOR) uniform texture2D r_prepared_input_color; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_LUMA_HISTORY) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_RCAS_INPUT) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_LANCZOS_LUT) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) uniform texture2D r_imgMips; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) uniform texture2D r_upsample_maximum_bias_lut; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) |
|||
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) |
|||
layout(set = 1, binding = FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha; |
|||
#endif |
|||
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) |
|||
layout(set = 1, binding = FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha; |
|||
#endif |
|||
|
|||
// UAV |
|||
#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
|||
layout (set = 1, binding = FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS |
|||
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_DEPTH |
|||
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilatedDepth; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED |
|||
layout (set = 1, binding = FSR2_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_LOCK_STATUS |
|||
layout (set = 1, binding = FSR2_BIND_UAV_LOCK_STATUS, rg16f) uniform image2D rw_lock_status; |
|||
#endif |
|||
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) |
|||
layout(set = 1, binding = FSR2_BIND_UAV_LOCK_INPUT_LUMA, r16f) writeonly uniform image2D rw_lock_input_luma; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_NEW_LOCKS |
|||
layout(set = 1, binding = FSR2_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR |
|||
layout (set = 1, binding = FSR2_BIND_UAV_PREPARED_INPUT_COLOR, rgba16) writeonly uniform image2D rw_prepared_input_color; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_LUMA_HISTORY |
|||
layout (set = 1, binding = FSR2_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT |
|||
layout (set = 1, binding = FSR2_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE |
|||
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE, r16f) coherent uniform image2D rw_img_mip_shading_change; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_5 |
|||
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_5, r16f) coherent uniform image2D rw_img_mip_5; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS |
|||
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_REACTIVE_MASKS, rg8) writeonly uniform image2D rw_dilated_reactive_masks; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_EXPOSURE |
|||
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE, rg32f) uniform image2D rw_exposure; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_AUTO_EXPOSURE |
|||
layout(set = 1, binding = FSR2_BIND_UAV_AUTO_EXPOSURE, rg32f) uniform image2D rw_auto_exposure; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC |
|||
layout (set = 1, binding = FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic; |
|||
#endif |
|||
|
|||
#if defined FSR2_BIND_UAV_AUTOREACTIVE |
|||
layout(set = 1, binding = FSR2_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_AUTOCOMPOSITION |
|||
layout(set = 1, binding = FSR2_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR |
|||
layout(set = 1, binding = FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha; |
|||
#endif |
|||
#if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR |
|||
layout(set = 1, binding = FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha; |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) |
|||
FfxFloat32 LoadMipLuma(FfxInt32x2 iPxPos, FfxInt32 mipLevel) |
|||
{ |
|||
return texelFetch(r_imgMips, iPxPos, FfxInt32(mipLevel)).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) |
|||
FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxInt32 mipLevel) |
|||
{ |
|||
return textureLod(sampler2D(r_imgMips, s_LinearClamp), fUV, FfxFloat32(mipLevel)).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_DEPTH) |
|||
FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_depth, iPxPos, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_REACTIVE_MASK) |
|||
FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) |
|||
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_COLOR) |
|||
FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_color_jittered, iPxPos, 0).rgb; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_COLOR) |
|||
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0f).rgb; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) |
|||
FfxFloat32x3 LoadPreparedInputColor(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_prepared_input_color, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) |
|||
FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos) |
|||
{ |
|||
FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).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) |
|||
FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory) |
|||
{ |
|||
return texelFetch(r_internal_upscaled_color, iPxHistory, 0); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LUMA_HISTORY) |
|||
void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory) |
|||
{ |
|||
imageStore(rw_luma_history, FfxInt32x2(iPxPos), fLumaHistory); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LUMA_HISTORY) |
|||
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0f); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) |
|||
void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory) |
|||
{ |
|||
imageStore(rw_internal_upscaled_color, iPxHistory, fHistory); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) |
|||
void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight) |
|||
{ |
|||
imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), fColorAndWeight); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) |
|||
void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor) |
|||
{ |
|||
imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LOCK_STATUS) |
|||
FfxFloat32x2 LoadLockStatus(FfxInt32x2 iPxPos) |
|||
{ |
|||
FfxFloat32x2 fLockStatus = texelFetch(r_lock_status, iPxPos, 0).rg; |
|||
|
|||
return fLockStatus; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LOCK_STATUS) |
|||
void StoreLockStatus(FfxInt32x2 iPxPos, FfxFloat32x2 fLockstatus) |
|||
{ |
|||
imageStore(rw_lock_status, iPxPos, vec4(fLockstatus, 0.0f, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) |
|||
FfxFloat32 LoadLockInputLuma(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_lock_input_luma, iPxPos, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) |
|||
void StoreLockInputLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma) |
|||
{ |
|||
imageStore(rw_lock_input_luma, iPxPos, vec4(fLuma, 0, 0, 0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_NEW_LOCKS) |
|||
FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_new_locks, iPxPos, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_NEW_LOCKS) |
|||
FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos) |
|||
{ |
|||
return imageLoad(rw_new_locks, iPxPos).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_NEW_LOCKS) |
|||
void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock) |
|||
{ |
|||
imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR) |
|||
void StorePreparedInputColor(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped) |
|||
{ |
|||
imageStore(rw_prepared_input_color, iPxPos, fTonemapped); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) |
|||
FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_prepared_input_color, s_LinearClamp), fUV, 0.0f).w; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_LOCK_STATUS) |
|||
FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV) |
|||
{ |
|||
FfxFloat32x2 fLockStatus = textureLod(sampler2D(r_lock_status, s_LinearClamp), fUV, 0.0f).rg; |
|||
return fLockStatus; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DEPTH) |
|||
FfxFloat32 LoadSceneDepth(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_input_depth, iPxInput, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos) |
|||
{ |
|||
return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth) |
|||
{ |
|||
FfxUInt32 uDepth = floatBitsToUint(fDepth); |
|||
|
|||
#if FFX_FSR2_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 |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) |
|||
void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue) |
|||
{ |
|||
imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_DEPTH) |
|||
void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth) |
|||
{ |
|||
//FfxUInt32 uDepth = f32tof16(fDepth); |
|||
imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS) |
|||
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector) |
|||
{ |
|||
imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0f, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) |
|||
FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_dilated_motion_vectors, iPxInput, 0).rg; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) |
|||
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).rg; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) |
|||
FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_previous_dilated_motion_vectors, iPxInput, 0).rg; |
|||
} |
|||
|
|||
FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_previous_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).xy; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_DEPTH) |
|||
FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput) |
|||
{ |
|||
return texelFetch(r_dilatedDepth, iPxInput, 0).r; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) |
|||
FfxFloat32 Exposure() |
|||
{ |
|||
FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x; |
|||
|
|||
if (exposure == 0.0f) { |
|||
exposure = 1.0f; |
|||
} |
|||
|
|||
return exposure; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) |
|||
FfxFloat32 AutoExposure() |
|||
{ |
|||
FfxFloat32 exposure = texelFetch(r_auto_exposure, FfxInt32x2(0, 0), 0).x; |
|||
|
|||
if (exposure == 0.0f) { |
|||
exposure = 1.0f; |
|||
} |
|||
|
|||
return exposure; |
|||
} |
|||
#endif |
|||
|
|||
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x) |
|||
{ |
|||
#if defined(FSR2_BIND_SRV_LANCZOS_LUT) |
|||
return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0f, 0.5f), 0.0f).x; |
|||
#else |
|||
return 0.f; |
|||
#endif |
|||
} |
|||
|
|||
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) |
|||
FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv) |
|||
{ |
|||
// Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range. |
|||
return FfxFloat32(2.0f) * FfxFloat32(textureLod(sampler2D(r_upsample_maximum_bias_lut, s_LinearClamp), abs(uv) * 2.0f, 0.0f).r); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) |
|||
FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0f).rg; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) |
|||
FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_dilated_reactive_masks, iPxPos, 0).rg; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS) |
|||
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks) |
|||
{ |
|||
imageStore(rw_dilated_reactive_masks, iPxPos, vec4(fDilatedReactiveMasks, 0.0f, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FFX_INTERNAL) |
|||
FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV) |
|||
{ |
|||
return textureLod(sampler2D(r_debug_out, s_LinearClamp), fUV, 0.0f).rgba; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) |
|||
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_opaque_only, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) |
|||
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) |
|||
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|||
{ |
|||
return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz; |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_AUTOREACTIVE) |
|||
#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION) |
|||
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive) |
|||
{ |
|||
imageStore(rw_output_autoreactive, iPxPos, vec4(FfxFloat32(fReactive.x), 0.0f, 0.0f, 0.0f)); |
|||
|
|||
imageStore(rw_output_autocomposition, iPxPos, vec4(FfxFloat32(fReactive.y), 0.0f, 0.0f, 0.0f)); |
|||
} |
|||
#endif |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR) |
|||
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
imageStore(rw_output_prev_color_pre_alpha, iPxPos, vec4(color, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR) |
|||
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) |
|||
{ |
|||
imageStore(rw_output_prev_color_post_alpha, iPxPos, vec4(color, 0.0f)); |
|||
} |
|||
#endif |
|||
|
|||
#endif // #if defined(FFX_GPU) |
|||
@ -1,27 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 5cb9ad224bca34e4fbc3acf33bd82fbe |
|||
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: |
|||
@ -1,134 +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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_COLOR 0 |
|||
#define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 1 |
|||
#define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 2 |
|||
#define FSR2_BIND_UAV_EXPOSURE_MIP_5 3 |
|||
#define FSR2_BIND_UAV_AUTO_EXPOSURE 4 |
|||
#define FSR2_BIND_CB_FSR2 5 |
|||
#define FSR2_BIND_CB_SPD 6 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
#if defined(FSR2_BIND_CB_SPD) |
|||
layout (set = 1, binding = FSR2_BIND_CB_SPD, std140) uniform cbSPD_t |
|||
{ |
|||
uint mips; |
|||
uint numWorkGroups; |
|||
uvec2 workGroupOffset; |
|||
uvec2 renderSize; |
|||
} cbSPD; |
|||
|
|||
uint MipCount() |
|||
{ |
|||
return cbSPD.mips; |
|||
} |
|||
|
|||
uint NumWorkGroups() |
|||
{ |
|||
return cbSPD.numWorkGroups; |
|||
} |
|||
|
|||
uvec2 WorkGroupOffset() |
|||
{ |
|||
return cbSPD.workGroupOffset; |
|||
} |
|||
|
|||
uvec2 SPD_RenderSize() |
|||
{ |
|||
return cbSPD.renderSize; |
|||
} |
|||
#endif |
|||
|
|||
vec2 SPD_LoadExposureBuffer() |
|||
{ |
|||
return imageLoad(rw_auto_exposure, ivec2(0,0)).xy; |
|||
} |
|||
|
|||
void SPD_SetExposureBuffer(vec2 value) |
|||
{ |
|||
imageStore(rw_auto_exposure, ivec2(0,0), vec4(value, 0.0f, 0.0f)); |
|||
} |
|||
|
|||
vec4 SPD_LoadMipmap5(ivec2 iPxPos) |
|||
{ |
|||
return vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f); |
|||
} |
|||
|
|||
void SPD_SetMipmap(ivec2 iPxPos, uint slice, float value) |
|||
{ |
|||
switch (slice) |
|||
{ |
|||
case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL: |
|||
imageStore(rw_img_mip_shading_change, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); |
|||
break; |
|||
case 5: |
|||
imageStore(rw_img_mip_5, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); |
|||
break; |
|||
default: |
|||
|
|||
// avoid flattened side effect |
|||
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) |
|||
imageStore(rw_img_mip_shading_change, iPxPos, vec4(imageLoad(rw_img_mip_shading_change, iPxPos).x, 0.0f, 0.0f, 0.0f)); |
|||
#elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) |
|||
imageStore(rw_img_mip_5, iPxPos, vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f)); |
|||
#endif |
|||
break; |
|||
} |
|||
} |
|||
|
|||
void SPD_IncreaseAtomicCounter(inout uint spdCounter) |
|||
{ |
|||
spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0,0), 1); |
|||
} |
|||
|
|||
void SPD_ResetAtomicCounter() |
|||
{ |
|||
imageStore(rw_spd_global_atomic, ivec2(0,0), uvec4(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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
ComputeAutoExposure(gl_WorkGroupID.xyz, gl_LocalInvocationIndex); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 43b69b4a78d09164aa834576507445c1 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#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_PREPARED_INPUT_COLOR 5 |
|||
#define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 6 |
|||
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 7 |
|||
#define FSR2_BIND_SRV_INPUT_COLOR 8 |
|||
#define FSR2_BIND_SRV_INPUT_DEPTH 9 |
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 10 |
|||
|
|||
#define FSR2_BIND_UAV_DEPTH_CLIP 11 |
|||
#define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 12 |
|||
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 13 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 14 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
DepthClip(ivec2(gl_GlobalInvocationID.xy)); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: b02126743783b1942a0777c5e9b7526a |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,56 +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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#define FSR2_BIND_SRV_LOCK_INPUT_LUMA 0 |
|||
#define FSR2_BIND_UAV_NEW_LOCKS 1 |
|||
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 2 |
|||
#define FSR2_BIND_CB_FSR2 3 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
uvec2 uDispatchThreadId = gl_WorkGroupID.xy * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy; |
|||
|
|||
ComputeLock(ivec2(uDispatchThreadId)); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 5f63384878e8f1c428f5716f3b8e1065 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,62 +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 |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_COLOR 0 |
|||
#define FSR2_BIND_SRV_EXPOSURE 1 |
|||
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 2 |
|||
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 3 |
|||
#define FSR2_BIND_UAV_LUMA_HISTORY 4 |
|||
#define FSR2_BIND_CB_FSR2 5 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
PrepareInputColor(ivec2(gl_GlobalInvocationID.xy)); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 130af27aabe0f3347bf8fcfea8d5de84 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,80 +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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
// Needed for rw_upscaled_output declaration |
|||
#extension GL_EXT_shader_image_load_formatted : require |
|||
|
|||
#define FSR2_BIND_SRV_INPUT_EXPOSURE 0 |
|||
#define FSR2_BIND_SRV_RCAS_INPUT 1 |
|||
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 2 |
|||
#define FSR2_BIND_CB_FSR2 3 |
|||
#define FSR2_BIND_CB_RCAS 4 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
//Move to prototype shader! |
|||
#if defined(FSR2_BIND_CB_RCAS) |
|||
layout (set = 1, binding = FSR2_BIND_CB_RCAS, std140) uniform cbRCAS_t |
|||
{ |
|||
uvec4 rcasConfig; |
|||
} cbRCAS; |
|||
|
|||
uvec4 RCASConfig() |
|||
{ |
|||
return cbRCAS.rcasConfig; |
|||
} |
|||
#else |
|||
uvec4 RCASConfig() |
|||
{ |
|||
return uvec4(0); |
|||
} |
|||
#endif |
|||
|
|||
vec4 LoadRCAS_Input(FfxInt32x2 iPxPos) |
|||
{ |
|||
return texelFetch(r_rcas_input, iPxPos, 0); |
|||
} |
|||
|
|||
#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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
RCAS(gl_LocalInvocationID.xyz, gl_WorkGroupID.xyz, gl_GlobalInvocationID.xyz); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 6e70536fee1272645bab8093b1c715e7 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,65 +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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#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_SRV_LUMA_HISTORY 4 |
|||
|
|||
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 5 |
|||
#define FSR2_BIND_UAV_DILATED_MOTION_VECTORS 6 |
|||
#define FSR2_BIND_UAV_DILATED_DEPTH 7 |
|||
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 8 |
|||
#define FSR2_BIND_UAV_LUMA_HISTORY 9 |
|||
#define FSR2_BIND_UAV_LUMA_INSTABILITY 10 |
|||
#define FSR2_BIND_UAV_LOCK_INPUT_LUMA 11 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 12 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
ReconstructAndDilate(FFX_MIN16_I2(gl_GlobalInvocationID.xy)); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: e3f9c69c87e772f4387b1bd3363a8688 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -1,116 +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. |
|||
|
|||
#version 450 |
|||
|
|||
#extension GL_GOOGLE_include_directive : require |
|||
#extension GL_EXT_samplerless_texture_functions : require |
|||
|
|||
#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 5 |
|||
#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 6 |
|||
|
|||
#define FSR2_BIND_UAV_AUTOREACTIVE 7 |
|||
#define FSR2_BIND_UAV_AUTOCOMPOSITION 8 |
|||
#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 9 |
|||
#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 10 |
|||
|
|||
#define FSR2_BIND_CB_FSR2 11 |
|||
#define FSR2_BIND_CB_REACTIVE 12 |
|||
|
|||
#include "ffx_fsr2_callbacks_glsl.h" |
|||
#include "ffx_fsr2_common.h" |
|||
|
|||
#ifdef FSR2_BIND_CB_REACTIVE |
|||
layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t |
|||
{ |
|||
float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels |
|||
float fTcScale; |
|||
float fReactiveScale; |
|||
float fReactiveMax; |
|||
} cbGenerateReactive; |
|||
|
|||
float getTcThreshold() |
|||
{ |
|||
return cbGenerateReactive.fTcThreshold; |
|||
} |
|||
|
|||
#else |
|||
float getTcThreshold() |
|||
{ |
|||
return 0.05f; |
|||
} |
|||
#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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; |
|||
#endif // #ifndef FFX_FSR2_NUM_THREADS |
|||
|
|||
FFX_FSR2_NUM_THREADS |
|||
void main() |
|||
{ |
|||
FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(gl_GlobalInvocationID.xy); |
|||
|
|||
// 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 = FFX_MIN16_F2( 0.f, 0.f ); |
|||
|
|||
outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx); |
|||
|
|||
if (outReactiveMask.y > 0.5f) |
|||
{ |
|||
outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx); |
|||
outReactiveMask.x *= FFX_MIN16_F(cbGenerateReactive.fReactiveScale); |
|||
outReactiveMask.x = outReactiveMask.x < cbGenerateReactive.fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( cbGenerateReactive.fReactiveMax ); |
|||
} |
|||
|
|||
outReactiveMask.y *= FFX_MIN16_F(cbGenerateReactive.fTcScale); |
|||
|
|||
outReactiveMask.x = ffxMax(outReactiveMask.x, FFX_MIN16_F(LoadReactiveMask(uDispatchThreadId))); |
|||
outReactiveMask.y = ffxMax(outReactiveMask.y, FFX_MIN16_F(LoadTransparencyAndCompositionMask(uDispatchThreadId))); |
|||
|
|||
StoreAutoReactive(uDispatchThreadId, outReactiveMask); |
|||
|
|||
StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha); |
|||
StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha); |
|||
} |
|||
@ -1,7 +0,0 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 9fa6f2f6f5a17084da2790fb96ee4c03 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
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