220 lines
7.3 KiB
C
220 lines
7.3 KiB
C
// 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_fsr1_resources.h"
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#if defined(FFX_GPU)
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#include "ffx_core.h"
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#ifndef FFX_PREFER_WAVE64
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#define FFX_PREFER_WAVE64
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#endif // #ifndef FFX_PREFER_WAVE64
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#if defined(FSR1_BIND_CB_FSR1)
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layout (set = 0, binding = FSR1_BIND_CB_FSR1, std140) uniform cbFSR1_t
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{
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FfxUInt32x4 const0;
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FfxUInt32x4 const1;
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FfxUInt32x4 const2;
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FfxUInt32x4 const3;
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FfxUInt32x4 sample0;
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} cbFSR1;
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#endif
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FfxUInt32x4 Const0()
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{
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return cbFSR1.const0;
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}
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FfxUInt32x4 Const1()
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{
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return cbFSR1.const1;
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}
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FfxUInt32x4 Const2()
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{
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return cbFSR1.const2;
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}
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FfxUInt32x4 Const3()
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{
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return cbFSR1.const3;
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}
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FfxUInt32x4 EASUSample()
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{
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return cbFSR1.sample0;
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}
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FfxUInt32x4 RCasSample()
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{
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return cbFSR1.sample0;
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}
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FfxUInt32x4 RCasConfig()
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{
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return cbFSR1.const0;
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}
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layout (set = 0, binding = 1000) uniform sampler s_LinearClamp;
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// SRVs
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#if defined FSR1_BIND_SRV_INPUT_COLOR
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layout (set = 0, binding = FSR1_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color;
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#endif
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#if defined FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR
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layout (set = 0, binding = FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR) uniform texture2D r_internal_upscaled_color;
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#endif
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#if defined FSR1_BIND_SRV_UPSCALED_OUTPUT
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layout (set = 0, binding = FSR1_BIND_SRV_UPSCALED_OUTPUT) uniform texture2D r_upscaled_output;
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#endif
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// UAV declarations
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#if defined FSR1_BIND_UAV_INPUT_COLOR
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layout (set = 0, binding = FSR1_BIND_UAV_INPUT_COLOR, rgba32f) uniform image2D rw_input_color;
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#endif
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#if defined FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR
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layout (set = 0, binding = FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR, rgba32f) uniform image2D rw_internal_upscaled_color;
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#endif
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#if defined FSR1_BIND_UAV_UPSCALED_OUTPUT
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layout (set = 0, binding = FSR1_BIND_UAV_UPSCALED_OUTPUT, rgba32f) uniform image2D rw_upscaled_output;
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#endif
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#if FFX_HALF
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat16x4 GatherEasuRed(FfxFloat32x2 fPxPos)
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{
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return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 0));
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat16x4 GatherEasuGreen(FfxFloat32x2 fPxPos)
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{
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return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 1));
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat16x4 GatherEasuBlue(FfxFloat32x2 fPxPos)
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{
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return FfxFloat16x4(textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 2));
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if FFX_FSR1_OPTION_APPLY_RCAS
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#if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat16x3 fColor)
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{
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imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
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}
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#endif // #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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#else
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#if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat16x3 fColor)
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{
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imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
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}
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#endif // #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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#endif // #if FFX_FSR1_OPTION_APPLY_RCAS
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#if defined(FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR)
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FfxFloat16x4 LoadRCas_Input(FfxInt16x2 iPxPos)
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{
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return FfxFloat16x4(texelFetch(r_internal_upscaled_color, FfxInt32x2(iPxPos), 0));
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}
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#endif // defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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#if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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void StoreRCasOutputHx2(FfxInt16x2 iPxPos, FfxFloat16x2 fColorR, FfxFloat16x2 fColorG, FfxFloat16x2 fColorB, FfxFloat16x2 fColorA)
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{
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imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColorR.x, fColorG.x, fColorB.x, fColorA.x));
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iPxPos.x += FfxInt16(8);
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imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColorR.y, fColorG.y, fColorB.y, fColorA.y));
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}
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#endif // defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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#else // FFX_HALF
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat32x4 GatherEasuRed(FfxFloat32x2 fPxPos)
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{
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return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 0);
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat32x4 GatherEasuGreen(FfxFloat32x2 fPxPos)
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{
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return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 1);
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if defined(FSR1_BIND_SRV_INPUT_COLOR)
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FfxFloat32x4 GatherEasuBlue(FfxFloat32x2 fPxPos)
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{
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return textureGather(sampler2D(r_input_color, s_LinearClamp), fPxPos, 2);
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}
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#endif // defined(FSR1_BIND_SRV_INPUT_COLOR)
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#if FFX_FSR1_OPTION_APPLY_RCAS
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#if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
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{
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imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
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}
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#endif // #if defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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#else
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#if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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void StoreEASUOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
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{
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imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
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}
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#endif // #if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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#endif // #if FFX_FSR1_OPTION_APPLY_RCAS
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#if defined(FSR1_BIND_SRV_INTERNAL_UPSCALED_COLOR)
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FfxFloat32x4 LoadRCas_Input(FfxInt32x2 iPxPos)
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{
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return texelFetch(r_internal_upscaled_color, iPxPos, 0);
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}
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#endif // defined(FSR1_BIND_UAV_INTERNAL_UPSCALED_COLOR)
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#if defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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void StoreRCasOutput(FfxInt32x2 iPxPos, FfxFloat32x4 fColor)
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{
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imageStore(rw_upscaled_output, iPxPos, fColor);
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}
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void StoreRCasOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
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{
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StoreRCasOutput(iPxPos, FfxFloat32x4(fColor, 1.f));
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}
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#endif // defined(FSR1_BIND_UAV_UPSCALED_OUTPUT)
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#endif // FFX_HALF
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#endif // #if defined(FFX_GPU)
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