// 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_vrs_resources.h" #if defined(FFX_GPU) #ifdef __hlsl_dx_compiler #pragma dxc diagnostic push #pragma dxc diagnostic ignored "-Wambig-lit-shift" #endif //__hlsl_dx_compiler #include "ffx_core.h" #ifdef __hlsl_dx_compiler #pragma dxc diagnostic pop #endif //__hlsl_dx_compiler #ifndef FFX_PREFER_WAVE64 #define FFX_PREFER_WAVE64 #endif // #ifndef FFX_PREFER_WAVE64 #pragma warning(disable: 3205) // conversion from larger type to smaller #define FFX_DECLARE_SRV_REGISTER(regIndex) t##regIndex #define FFX_DECLARE_UAV_REGISTER(regIndex) u##regIndex #define FFX_DECLARE_CB_REGISTER(regIndex) b##regIndex #define FFX_VRS_DECLARE_SRV(regIndex) register(FFX_DECLARE_SRV_REGISTER(regIndex)) #define FFX_VRS_DECLARE_UAV(regIndex) register(FFX_DECLARE_UAV_REGISTER(regIndex)) #define FFX_VRS_DECLARE_CB(regIndex) register(FFX_DECLARE_CB_REGISTER(regIndex)) #if defined(VRS_BIND_CB_VRS) // Constant Buffer cbuffer cbVRS : FFX_VRS_DECLARE_CB(VRS_BIND_CB_VRS) { FfxFloat32x2 motionVectorScale; FfxFloat32 varianceCutoff; FfxFloat32 motionFactor; FfxInt32x2 resolution; FfxUInt32 tileSize; #define FFX_VRS_CONSTANT_BUFFER_1_SIZE 7 } #else #define resolution 0 #define tileSize 0 #define varianceCutoff 0 #define motionFactor 0 #define motionVectorScale 0 #endif FfxInt32x2 Resolution() { return resolution; } FfxUInt32 TileSize() { return tileSize; } FfxFloat32 VarianceCutoff() { return varianceCutoff; } FfxFloat32 MotionFactor() { return motionFactor; } FfxFloat32x2 MotionVectorScale() { return motionVectorScale; } #if defined(FFX_GPU) #define FFX_VRS_ROOTSIG_STRINGIFY(p) FFX_VRS_ROOTSIG_STR(p) #define FFX_VRS_ROOTSIG_STR(p) #p #define FFX_VRS_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_VRS_ROOTSIG_STRINGIFY(FFX_VRS_RESOURCE_IDENTIFIER_COUNT) ")), " \ "DescriptorTable(SRV(t0, numDescriptors = " FFX_VRS_ROOTSIG_STRINGIFY(FFX_VRS_RESOURCE_IDENTIFIER_COUNT) ")), " \ "CBV(b0) ")] #if defined(FFX_VRS_EMBED_ROOTSIG) #define FFX_VRS_EMBED_ROOTSIG_CONTENT FFX_VRS_ROOTSIG #else #define FFX_VRS_EMBED_ROOTSIG_CONTENT #endif // #if FFX_VRS_EMBED_ROOTSIG #endif // #if defined(FFX_GPU) // SRVs #if defined VRS_BIND_SRV_INPUT_COLOR Texture2D r_input_color : FFX_VRS_DECLARE_SRV(VRS_BIND_SRV_INPUT_COLOR); #endif #if defined VRS_BIND_SRV_INPUT_MOTIONVECTORS Texture2D r_input_velocity : FFX_VRS_DECLARE_SRV(VRS_BIND_SRV_INPUT_MOTIONVECTORS); #endif // UAV declarations #if defined VRS_BIND_UAV_OUTPUT_VRSIMAGE RWTexture2D rw_vrsimage_output : FFX_VRS_DECLARE_UAV(VRS_BIND_UAV_OUTPUT_VRSIMAGE); #endif #if defined(VRS_BIND_SRV_INPUT_COLOR) // read a value from previous frames color buffer and return luminance FfxFloat32 ReadLuminance(FfxInt32x2 pos) { FfxFloat32x3 color = r_input_color[pos].xyz; // return color value converted to grayscale return dot(color, FfxFloat32x3(0.30, 0.59, 0.11)); // in some cases using different weights, linearizing the color values // or multiplying luminance with a value based on specularity or depth // may yield better results } #endif // #if defined(VRS_BIND_SRV_INPUT_COLOR) #if defined (VRS_BIND_SRV_INPUT_MOTIONVECTORS) // read per pixel motion vectors and convert them to pixel-space FfxFloat32x2 ReadMotionVec2D(FfxInt32x2 pos) { // return 0 to not use motion vectors return r_input_velocity[pos].xy * MotionVectorScale() * resolution; } #endif // #if defined (VRS_BIND_SRV_INPUT_MOTIONVECTORS) #if defined (VRS_BIND_UAV_OUTPUT_VRSIMAGE) void WriteVrsImage(FfxInt32x2 pos, FfxUInt32 value) { rw_vrsimage_output[pos] = value; } #endif // #if defined (VRS_BIND_UAV_OUTPUT_VRSIMAGE) #endif // #if defined(FFX_GPU)