Attempt at making FSR 2.0 work in Unity
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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 4
// SRV 5 : m_UpscaleReactive : r_reactive_mask
// SRV 11 : FSR2_LockStatus2 : r_lock_status
// SRV 13 : FSR2_PreparedInputColor : r_prepared_input_color
// UAV 11 : FSR2_LockStatus1 : rw_lock_status
// UAV 27 : FSR2_ReactiveMaskMax : rw_reactive_max
// CB 0 : cbFSR2
// CB 1 : FSR2DispatchOffsets
#define FSR2_BIND_SRV_REACTIVE_MASK 0
#define FSR2_BIND_SRV_LOCK_STATUS 1
#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 2
#define FSR2_BIND_UAV_LOCK_STATUS 0
#define FSR2_BIND_UAV_REACTIVE_MASK_MAX 1
#define FSR2_BIND_CB_FSR2 0
#include "ffx_fsr2_callbacks_hlsl.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 [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)]
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_FSR2_PREFER_WAVE64
FFX_FSR2_NUM_THREADS
FFX_FSR2_EMBED_ROOTSIG_CONTENT
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
{
uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId;
ComputeLock(uDispatchThreadId);
PreProcessReactiveMask(uDispatchThreadId, uGroupId, uGroupThreadId);
}