FSR2 tests in Unity based on built-in render pipeline
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// 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.
#define GROUP_SIZE 8
#define FSR_RCAS_DENOISE 1
void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
{
StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor);
}
#if FFX_HALF
#define FSR_RCAS_H
FfxFloat16x4 FsrRcasLoadH(FfxInt16x2 p)
{
FfxFloat32x4 inputSample = LoadRCAS_Input(p); //TODO: fix type
inputSample.rgb *= Exposure();
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
inputSample.rgb = Tonemap(inputSample.rgb);
#endif // #if FFX_FSR2_OPTION_HDR_COLOR_INPUT
return FfxFloat16x4(inputSample);
}
void FsrRcasInputH(inout FfxFloat16 r, inout FfxFloat16 g, inout FfxFloat16 b) {}
#else
#define FSR_RCAS_F
FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
{
FfxFloat32x4 inputSample = LoadRCAS_Input(p);
inputSample.rgb *= Exposure();
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
inputSample.rgb = Tonemap(inputSample.rgb);
#endif
return inputSample;
}
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
#endif // #if FFX_HALF
#include "ffx_fsr1.h"
void CurrFilter(FFX_MIN16_U2 pos)
{
#if FFX_HALF
FfxFloat16x3 c;
FsrRcasH(c.r, c.g, c.b, pos, RCASConfig());
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
c = InverseTonemap(c);
#endif
c /= FfxFloat16(Exposure());
WriteUpscaledOutput(pos, c); //TODO: fix type
#else
FfxFloat32x3 c;
FsrRcasF(c.r, c.g, c.b, pos, RCASConfig());
#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
c = InverseTonemap(c);
#endif
c /= Exposure();
WriteUpscaledOutput(pos, c);
#endif
}
void RCAS(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.y += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x -= 8u;
CurrFilter(FFX_MIN16_U2(gxy));
}