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.
// FSR2 pass 5
// SRV 4 : FSR2_Exposure : r_exposure
// SRV 6 : m_UpscaleTransparencyAndComposition : r_transparency_and_composition_mask
// SRV 8 : FSR2_DilatedVelocity : r_dilated_motion_vectors
// SRV 10 : FSR2_InternalUpscaled2 : r_internal_upscaled_color
// SRV 11 : FSR2_LockStatus2 : r_lock_status
// SRV 12 : FSR2_DepthClip : r_depth_clip
// SRV 13 : FSR2_PreparedInputColor : r_prepared_input_color
// SRV 14 : FSR2_LumaHistory : r_luma_history
// SRV 16 : FSR2_LanczosLutData : r_lanczos_lut
// SRV 26 : FSR2_MaximumUpsampleBias : r_upsample_maximum_bias_lut
// SRV 27 : FSR2_ReactiveMaskMax : r_reactive_max
// SRV 28 : FSR2_ExposureMips : r_imgMips
// UAV 10 : FSR2_InternalUpscaled1 : rw_internal_upscaled_color
// UAV 11 : FSR2_LockStatus1 : rw_lock_status
// UAV 18 : DisplayOutput : rw_upscaled_output
// CB 0 : cbFSR2
// CB 1 : FSR2DispatchOffsets
#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_samplerless_texture_functions : require
#define FSR2_BIND_SRV_EXPOSURE 0
#define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2
#else
#define FSR2_BIND_SRV_MOTION_VECTORS 2
#endif
#define FSR2_BIND_SRV_INTERNAL_UPSCALED 3
#define FSR2_BIND_SRV_LOCK_STATUS 4
#define FSR2_BIND_SRV_DEPTH_CLIP 5
#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6
#define FSR2_BIND_SRV_LUMA_HISTORY 7
#define FSR2_BIND_SRV_LANCZOS_LUT 8
#define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 9
#define FSR2_BIND_SRV_EXPOSURE_MIPS 10
#define FSR2_BIND_UAV_INTERNAL_UPSCALED 11
#define FSR2_BIND_UAV_LOCK_STATUS 12
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 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_upsample.h"
#include "ffx_fsr2_postprocess_lock_status.h"
#include "ffx_fsr2_reproject.h"
#include "ffx_fsr2_accumulate.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#define FFX_FSR2_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_FSR2_NUM_THREADS
#define FFX_FSR2_NUM_THREADS 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 uGroupId = gl_WorkGroupID.xy;
const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT;
uGroupId.y = GroupRows - uGroupId.y - 1;
uvec2 uDispatchThreadId = uGroupId * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy;
Accumulate(ivec2(uDispatchThreadId));
}