144 lines
4.3 KiB
C
144 lines
4.3 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_vrs_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(VRS_BIND_CB_VRS)
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layout(set = 0, binding = VRS_BIND_CB_VRS, std140) uniform cbVRS_t
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{
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FfxFloat32x2 motionVectorScale;
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FfxFloat32 varianceCutoff;
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FfxFloat32 motionFactor;
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FfxInt32x2 resolution;
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FfxUInt32 tileSize;
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} cbVRS;
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#endif
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FfxInt32x2 Resolution()
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{
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#if defined(VRS_BIND_CB_VRS)
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return cbVRS.resolution;
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#else
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return FfxInt32x2(0, 0);
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#endif
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}
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FfxUInt32 TileSize()
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{
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#if defined(VRS_BIND_CB_VRS)
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return cbVRS.tileSize;
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#else
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return 0;
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#endif
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}
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FfxFloat32 VarianceCutoff()
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{
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#if defined(VRS_BIND_CB_VRS)
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return cbVRS.varianceCutoff;
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#else
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return 0.f;
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#endif
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}
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FfxFloat32 MotionFactor()
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{
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#if defined(VRS_BIND_CB_VRS)
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return cbVRS.motionFactor;
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#else
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return 0.f
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#endif
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}
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FfxFloat32x2 MotionVectorScale()
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{
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#if defined(VRS_BIND_CB_VRS)
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return cbVRS.motionVectorScale;
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#else
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return FfxFloat32x2(0.0f);
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#endif
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}
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// SRVs
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#if defined VRS_BIND_SRV_INPUT_COLOR
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layout (set = 0, binding = VRS_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color;
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#endif
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#if defined VRS_BIND_SRV_INPUT_MOTIONVECTORS
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layout (set = 0, binding = VRS_BIND_SRV_INPUT_MOTIONVECTORS) uniform texture2D r_input_velocity;
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#endif
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#if defined VRS_BIND_SRV_OUTPUT_VRSIMAGE
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layout (set = 0, binding = VRS_BIND_SRV_OUTPUT_VRSIMAGE) uniform texture2D r_vrsimage_output;
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#endif
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// UAV declarations
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#if defined VRS_BIND_UAV_INPUT_COLOR
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layout (set = 0, binding = VRS_BIND_UAV_INPUT_COLOR, rgba32f) uniform image2D rw_input_color;
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#endif
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#if defined VRS_BIND_UAV_INPUT_MOTIONVECTORS
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layout (set = 0, binding = VRS_BIND_UAV_INPUT_MOTIONVECTORS, rg16f) uniform image2D rw_input_velocity;
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#endif
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#if defined VRS_BIND_UAV_OUTPUT_VRSIMAGE
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layout (set = 0, binding = VRS_BIND_UAV_OUTPUT_VRSIMAGE, r8ui) uniform uimage2D rw_vrsimage_output;
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#endif
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#if defined(VRS_BIND_SRV_INPUT_COLOR)
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// read a value from previous frames color buffer and return luminance
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FfxFloat32 ReadLuminance(FfxInt32x2 pos)
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{
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FfxFloat32x3 color = texelFetch(r_input_color, pos, 0).xyz;
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// return color value converted to grayscale
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return dot(color, FfxFloat32x3(0.30, 0.59, 0.11));
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// in some cases using different weights, linearizing the color values
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// or multiplying luminance with a value based on specularity or depth
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// may yield better results
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}
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#endif // #if defined(VRS_BIND_SRV_INPUT_COLOR)
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#if defined(VRS_BIND_SRV_INPUT_MOTIONVECTORS)
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// read per pixel motion vectors and convert them to pixel-space
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FfxFloat32x2 ReadMotionVec2D(FfxInt32x2 pos)
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{
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FfxFloat32x2 velocity = texelFetch(r_input_velocity, pos, 0).xy * MotionVectorScale();
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// return 0 to not use motion vectors
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return velocity * Resolution();
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}
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#endif // #if defined(VRS_BIND_SRV_INPUT_MOTIONVECTORS)
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#if defined(VRS_BIND_UAV_OUTPUT_VRSIMAGE)
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void WriteVrsImage(FfxInt32x2 pos, FfxUInt32 value)
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{
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imageStore(rw_vrsimage_output, pos, FfxUInt32x4(value));
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}
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#endif // #if defined(VRS_BIND_UAV_OUTPUT_VRSIMAGE)
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#endif // #if defined(FFX_GPU)
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