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882 lines
26 KiB
882 lines
26 KiB
// 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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#include "ffx_fsr3upscaler_resources.h"
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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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#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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#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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FfxInt32x2 iUpscaleSize;
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FfxInt32x2 iPreviousFrameUpscaleSize;
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FfxInt32x2 iMaxRenderSize;
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FfxInt32x2 iMaxUpscaleSize;
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FfxFloat32x4 fDeviceToViewDepth;
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FfxFloat32x2 fJitter;
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FfxFloat32x2 fPreviousFrameJitter;
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FfxFloat32x2 fMotionVectorScale;
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FfxFloat32x2 fDownscaleFactor;
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FfxFloat32x2 fMotionVectorJitterCancellation;
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FfxFloat32 fTanHalfFOV;
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FfxFloat32 fJitterSequenceLength;
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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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FfxInt32x2 RenderSize()
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{
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return cbFSR3Upscaler.iRenderSize;
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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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FfxInt32x2 MaxRenderSize()
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{
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return cbFSR3Upscaler.iMaxRenderSize;
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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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FfxInt32x2 PreviousFrameUpscaleSize()
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{
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return cbFSR3Upscaler.iPreviousFrameUpscaleSize;
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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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FfxFloat32x2 Jitter()
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{
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return cbFSR3Upscaler.fJitter;
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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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FfxFloat32x4 DeviceToViewSpaceTransformFactors()
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{
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return cbFSR3Upscaler.fDeviceToViewDepth;
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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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FfxFloat32x2 DownscaleFactor()
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{
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return cbFSR3Upscaler.fDownscaleFactor;
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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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FfxFloat32 TanHalfFoV()
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{
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return cbFSR3Upscaler.fTanHalfFOV;
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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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FfxFloat32 DeltaTime()
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{
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return cbFSR3Upscaler.fDeltaTime;
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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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FfxFloat32 ViewSpaceToMetersFactor()
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{
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return cbFSR3Upscaler.fViewSpaceToMetersFactor;
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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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#endif // #if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
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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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FfxFloat32 TcThreshold()
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{
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return cbGenerateReactive.fTcThreshold;
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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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FfxFloat32 ReactiveScale()
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{
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return cbGenerateReactive.fReactiveScale;
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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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#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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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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#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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FfxFloat32 GenReactiveScale()
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{
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return cbGenerateReactive.gen_reactive_scale;
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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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FfxFloat32 GenReactiveBinaryValue()
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{
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return cbGenerateReactive.gen_reactive_binaryValue;
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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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#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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FfxUInt32 MipCount()
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{
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return cbSPD.mips;
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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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FfxUInt32x2 WorkGroupOffset()
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{
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return cbSPD.workGroupOffset;
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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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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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#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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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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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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#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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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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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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#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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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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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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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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#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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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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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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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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#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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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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#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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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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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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return fUvMotionVector;
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}
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#endif
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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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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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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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#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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#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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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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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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#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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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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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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#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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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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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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#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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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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#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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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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#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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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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#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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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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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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#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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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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}
|
|
#endif
|
|
|
|
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH)
|
|
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH) uniform texture2D r_farthest_depth;
|
|
|
|
FfxInt32x2 GetFarthestDepthResourceDimensions()
|
|
{
|
|
return textureSize(r_farthest_depth, 0).xy;
|
|
}
|
|
|
|
FfxFloat32 LoadFarthestDepth(FfxInt32x2 iPxPos)
|
|
{
|
|
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)
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{
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#define STORE(idx) \
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if (index == idx) \
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{ \
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imageStore(rw_spd_mip##idx, iPxPos, vec4(outValue, 0.0, 0.0)); \
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}
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STORE(0);
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STORE(1);
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STORE(2);
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STORE(3);
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STORE(4);
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STORE(5);
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#undef STORE
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}
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#endif
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#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
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layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic;
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void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter)
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{
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spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0, 0), 1);
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}
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void SPD_ResetAtomicCounter()
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{
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imageStore(rw_spd_global_atomic, ivec2(0, 0), uvec4(0));
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}
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#endif
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#endif // #if defined(FFX_GPU)
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