engine/dep/include/FidelityFX/gpu/spd/ffx_spd_callbacks_glsl.h

182 lines
6.9 KiB
C

// 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)