// This file is part of the FidelityFX SDK. // // Copyright (C) 2024 Advanced Micro Devices, Inc. // // 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. #include "ffx_fsr1_resources.h" #if defined(FFX_GPU) #include "ffx_core.h" #ifndef FFX_PREFER_WAVE64 #define FFX_PREFER_WAVE64 #endif // #ifndef FFX_PREFER_WAVE64 #if defined(FSR1_BIND_CB_FSR1) layout (set = 0, binding = FSR1_BIND_CB_FSR1, std140) uniform cbFSR1_t { FfxUInt32x4 const0; FfxUInt32x4 const1; FfxUInt32x4 const2; FfxUInt32x4 const3; FfxUInt32x4 sample0; } cbFSR1; #endif FfxUInt32x4 Const0() { return cbFSR1.const0; } FfxUInt32x4 Const1() { return cbFSR1.const1; } FfxUInt32x4 Const2() { return cbFSR1.const2; } FfxUInt32x4 Const3() { return cbFSR1.const3; } FfxUInt32x4 EASUSample() { return cbFSR1.sample0; } FfxUInt32x4 RCasSample() { return cbFSR1.sample0; } FfxUInt32x4 RCasConfig() { return cbFSR1.const0; } layout (set = 0, binding = 1000) uniform sampler s_LinearClamp; // SRVs #if defined FSR1_BIND_SRV_INPUT_COLOR layout (set = 0, binding = FSR1_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color; #endif #if defined FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR layout (set = 0, binding = FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR) uniform texture2D r_internal_upscaled_color; #endif #if defined FSR1_BIND_SRV_UPSCALED_OUTPUT layout (set = 0, binding = FSR1_BIND_SRV_UPSCALED_OUTPUT) uniform texture2D r_upscaled_output; #endif // UAV declarations #if defined FSR1_BIND_UAV_INPUT_COLOR layout (set = 0, binding = FSR1_BIND_UAV_INPUT_COLOR, rgba32f) uniform image2D rw_input_color; #endif #if defined FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR layout (set = 0, binding = FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR, rgba32f) uniform image2D rw_internal_upscaled_color; #endif #if defined FSR1_BIND_UAV_UPSCALED_OUTPUT layout (set = 0, binding = FSR1_BIND_UAV_UPSCALED_OUTPUT, rgba32f) uniform image2D rw_upscaled_output; #endif #if FFX_HALF #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat16x4 GatherEasuRed(FfxFloat32x2 fPxPos) { return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 0)); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat16x4 GatherEasuGreen(FfxFloat32x2 fPxPos) { return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 1)); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat16x4 GatherEasuBlue(FfxFloat32x2 fPxPos) { return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 2)); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if FFX_FSR1_OPTION_APPLY_RCAS #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat16x3 fColor) { imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); } #endif // #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) #else #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat16x3 fColor) { imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); } #endif // #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) #endif // #if FFX_FSR1_OPTION_APPLY_RCAS #if defined(FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR) FfxFloat16x4 LoadRCas_Input(FfxInt16x2 iPxPos) { return FfxFloat16x4(texelFetch(r_internal_upscaled_color, FfxInt32x2(iPxPos), 0)); } #endif // defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) void StoreRCasOutputHx2(FfxInt16x2 iPxPos, FfxFloat16x2 fColorR, FfxFloat16x2 fColorG, FfxFloat16x2 fColorB, FfxFloat16x2 fColorA) { imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColorR.x, fColorG.x, fColorB.x, fColorA.x)); iPxPos.x += FfxInt16(8); imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColorR.y, fColorG.y, fColorB.y, fColorA.y)); } #endif // defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) #else // FFX_HALF #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat32x4 GatherEasuRed(FfxFloat32x2 fPxPos) { return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 0); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat32x4 GatherEasuGreen(FfxFloat32x2 fPxPos) { return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 1); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if defined(FSR1_BIND_SRV_INPUT_COLOR) FfxFloat32x4 GatherEasuBlue(FfxFloat32x2 fPxPos) { return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 2); } #endif // defined(FSR1_BIND_SRV_INPUT_COLOR) #if FFX_FSR1_OPTION_APPLY_RCAS #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor) { imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); } #endif // #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) #else #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor) { imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); } #endif // #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) #endif // #if FFX_FSR1_OPTION_APPLY_RCAS #if defined(FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR) FfxFloat32x4 LoadRCas_Input(FfxInt32x2 iPxPos) { return texelFetch(r_internal_upscaled_color, iPxPos, 0); } #endif // defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR) #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) void StoreRCasOutput(FfxInt32x2 iPxPos, FfxFloat32x4 fColor) { imageStore(rw_upscaled_output, iPxPos, fColor); } void StoreRCasOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor) { StoreRCasOutput(iPxPos, FfxFloat32x4(fColor, 1.f)); } #endif // defined(FSR1_BIND_UAV_UPSCALED_OUTPUT) #endif // FFX_HALF #endif // #if defined(FFX_GPU)