// 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_spd_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(FFX_SPD_BIND_CB_SPD) layout (set = 0, binding = FFX_SPD_BIND_CB_SPD, std140) uniform cbFSR1_t { FfxUInt32 mips; FfxUInt32 numWorkGroups; FfxUInt32x2 workGroupOffset; FfxFloat32x2 invInputSize; // Only used for linear sampling mode FfxFloat32x2 padding; } cbFSR1; #endif FfxUInt32 Mips() { return cbFSR1.mips; } FfxUInt32 NumWorkGroups() { return cbFSR1.numWorkGroups; } FfxUInt32x2 WorkGroupOffset() { return cbFSR1.workGroupOffset; } FfxFloat32x2 InvInputSize() { return cbFSR1.invInputSize; } layout (set = 0, binding = 1000) uniform sampler s_LinearClamp; // SRVs #if defined FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC layout (set = 0, binding = FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) uniform texture2DArray r_input_downsample_src; #endif // UAV declarations #if defined FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC layout (set = 0, binding = FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC, std430) coherent buffer rw_internal_global_atomic_t { FfxUInt32 counter[6]; } rw_internal_global_atomic; #endif #if defined FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP layout (set = 0, binding = FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP, rgba32f) coherent uniform image2DArray rw_input_downsample_src_mid_mip; #endif #if defined FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS layout (set = 0, binding = FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS, rgba32f) uniform image2DArray rw_input_downsample_src_mips[SPD_MAX_MIP_LEVELS+1]; #endif #if FFX_HALF #if defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) FfxFloat16x4 SampleSrcImageH(FfxFloat32x2 uv, FfxUInt32 slice) { FfxFloat32x2 textureCoord = FfxFloat32x2(uv) * InvInputSize() + InvInputSize(); FfxFloat32x4 result = textureLod(sampler2DArray(r_input_downsample_src, s_LinearClamp), FfxFloat32x3(textureCoord, slice), 0); return FfxFloat16x4(ffxSrgbFromLinear(result.x), ffxSrgbFromLinear(result.y), ffxSrgbFromLinear(result.z), result.w); } #endif // defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) FfxFloat16x4 LoadSrcImageH(FfxFloat32x2 uv, FfxUInt32 slice) { return FfxFloat16x4(imageLoad(rw_input_downsample_src_mips[0], FfxInt32x3(uv, slice))); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) void StoreSrcMipH(FfxFloat16x4 value, FfxInt32x2 uv, FfxUInt32 slice, FfxUInt32 mip) { imageStore(rw_input_downsample_src_mips[mip], FfxInt32x3(uv, slice), FfxFloat32x4(value)); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) FfxFloat16x4 LoadMidMipH(FfxInt32x2 uv, FfxUInt32 slice) { return FfxFloat16x4(imageLoad(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice))); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) void StoreMidMipH(FfxFloat16x4 value, FfxInt32x2 uv, FfxUInt32 slice) { imageStore(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice), FfxFloat32x4(value));\ } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) #else // FFX_HALF #if defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) FfxFloat32x4 SampleSrcImage(FfxInt32x2 uv, FfxUInt32 slice) { FfxFloat32x2 textureCoord = FfxFloat32x2(uv) * InvInputSize() + InvInputSize(); FfxFloat32x4 result = textureLod(sampler2DArray(r_input_downsample_src, s_LinearClamp), FfxFloat32x3(textureCoord, slice), 0); return FfxFloat32x4(ffxSrgbFromLinear(result.x), ffxSrgbFromLinear(result.y), ffxSrgbFromLinear(result.z), result.w); } #endif // defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) FfxFloat32x4 LoadSrcImage(FfxInt32x2 uv, FfxUInt32 slice) { return imageLoad(rw_input_downsample_src_mips[0], FfxInt32x3(uv, slice)); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) void StoreSrcMip(FfxFloat32x4 value, FfxInt32x2 uv, FfxUInt32 slice, FfxUInt32 mip) { imageStore(rw_input_downsample_src_mips[mip], FfxInt32x3(uv, slice), value); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) FfxFloat32x4 LoadMidMip(FfxInt32x2 uv, FfxUInt32 slice) { return imageLoad(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice)); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) #if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) void StoreMidMip(FfxFloat32x4 value, FfxInt32x2 uv, FfxUInt32 slice) { imageStore(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice), value); } #endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP) #endif // FFX_HALF #if defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC) void IncreaseAtomicCounter(FFX_PARAMETER_IN FfxUInt32 slice, FFX_PARAMETER_INOUT FfxUInt32 counter) { counter = atomicAdd(rw_internal_global_atomic.counter[slice], 1); } #endif // defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC) #if defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC) void ResetAtomicCounter(FFX_PARAMETER_IN FfxUInt32 slice) { rw_internal_global_atomic.counter[slice] = 0; } #endif // defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC) #endif // #if defined(FFX_GPU)