99 lines
3.2 KiB
C
99 lines
3.2 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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#define GROUP_SIZE 8
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#define FSR_RCAS_DENOISE 1
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#include "ffx_core.h"
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#if FFX_HALF
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#define FFX_FSR_EASU_HALF 1
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FfxFloat16x4 FsrEasuRH(FfxFloat32x2 p) { return GatherEasuRed(p); }
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FfxFloat16x4 FsrEasuGH(FfxFloat32x2 p) { return GatherEasuGreen(p); }
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FfxFloat16x4 FsrEasuBH(FfxFloat32x2 p) { return GatherEasuBlue(p); }
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#else
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#define FFX_FSR_EASU_FLOAT 1
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FfxFloat32x4 FsrEasuRF(FfxFloat32x2 p) { return GatherEasuRed(p); }
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FfxFloat32x4 FsrEasuGF(FfxFloat32x2 p) { return GatherEasuGreen(p); }
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FfxFloat32x4 FsrEasuBF(FfxFloat32x2 p) { return GatherEasuBlue(p); }
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#endif // FFX_HALF
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#if FFX_FSR1_OPTION_RCAS_PASSTHROUGH_ALPHA
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#define FSR_RCAS_PASSTHROUGH_ALPHA
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#endif // FFX_FSR1_OPTION_RCAS_PASSTHROUGH_ALPHA
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#include "fsr1/ffx_fsr1.h"
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void CurrFilter(FfxUInt32x2 pos)
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{
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#if FFX_HALF
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FfxFloat16x3 c;
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FsrEasuH(c, pos, Const0(), Const1(), Const2(), Const3());
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if (EASUSample().x == 1)
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{
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c *= c;
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}
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#if FFX_FSR1_OPTION_SRGB_CONVERSIONS
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// Apply gamma if this is an sRGB format (auto-degamma'd on sampler read)
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c = pow(c, FfxFloat16x3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
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#endif // FFX_FSR1_OPTION_SRGB_CONVERSIONS
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StoreEASUOutput(pos, c);
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#else
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FfxFloat32x3 c;
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ffxFsrEasuFloat(c, pos, Const0(), Const1(), Const2(), Const3());
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if (EASUSample().x == 1)
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{
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c *= c;
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}
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#if FFX_FSR1_OPTION_SRGB_CONVERSIONS
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// Apply gamma if this is an sRGB format (auto-degamma'd on sampler read)
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c = pow(c, FfxFloat32x3(1.f / 2.2f, 1.f / 2.2f, 1.f / 2.2f));
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#endif // FFX_FSR1_OPTION_SRGB_CONVERSIONS
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StoreEASUOutput(pos, c);
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#endif // FFX_HALF
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}
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void EASU(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
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{
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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CurrFilter(gxy);
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gxy.x += 8u;
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CurrFilter(gxy);
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gxy.y += 8u;
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CurrFilter(gxy);
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gxy.x -= 8u;
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CurrFilter(gxy);
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}
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