engine/dep/include/FidelityFX/gpu/vrs/ffx_vrs_callbacks_hlsl.h

151 lines
5.0 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_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<uint> 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)