@ -234,26 +234,26 @@ SamplerState s_LinearClamp : register(s1);
// SRVs
# if defined(FFX_INTERNAL)
Texture2D < FfxFloat32x4 > r_input_color_jittered : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR ) ;
Texture2D < FfxFloat32x4 > r_motion_vectors : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS ) ;
Texture2D < FfxFloat32 > r_depth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH ) ;
Texture2D < FfxFloat32x2 > r_exposure : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE ) ;
Texture2D < FfxFloat32 > r_reactive_mask : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK ) ;
Texture2D < FfxFloat32 > r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK ) ;
Texture2D < FfxUInt32 > r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH ) ;
Texture2D < FfxFloat32x2 > r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS ) ;
Texture2D < FfxFloat32 > r_dilatedDepth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH ) ;
Texture2D < FfxFloat32x4 > r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR ) ;
Texture2D < FfxFloat32x3 > r_lock_status : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS ) ;
Texture2D < FfxFloat32 > r_depth_clip : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP ) ;
Texture2D < FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR ) ;
Texture2D < unorm FfxFloat32x4 > r_luma_history : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY ) ;
Texture2D < FfxFloat32x4 > r_rcas_input : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT ) ;
Texture2D < FfxFloat32 > r_lanczos_lut : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT ) ;
Texture2D < FfxFloat32 > r_imgMips : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE ) ;
Texture2D < FfxFloat32 > r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT ) ;
Texture2D < FfxFloat32x2 > r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS ) ;
Texture2D < FfxFloat32x4 > r_debug_out : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT ) ;
Texture2D < FfxFloat32x4 > r_input_color_jittered : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR ) ;
Texture2D < FfxFloat32x4 > r_motion_vectors : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS ) ;
Texture2D < FfxFloat32 > r_depth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH ) ;
Texture2D < FfxFloat32x2 > r_exposure : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE ) ;
Texture2D < FfxFloat32 > r_reactive_mask : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK ) ;
Texture2D < FfxFloat32 > r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK ) ;
Texture2D < FfxUInt32 > r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH ) ;
Texture2D < FfxFloat32x2 > r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS ) ;
Texture2D < FfxFloat32 > r_dilatedDepth : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH ) ;
Texture2D < FfxFloat32x4 > r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR ) ;
Texture2D < FfxFloat32x3 > r_lock_status : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS ) ;
Texture2D < FfxFloat32 > r_depth_clip : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP ) ;
Texture2D < unorm FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR ) ;
Texture2D < unorm FfxFloat32x4 > r_luma_history : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY ) ;
Texture2D < FfxFloat32x4 > r_rcas_input : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT ) ;
Texture2D < FfxFloat32 > r_lanczos_lut : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT ) ;
Texture2D < FfxFloat32 > r_imgMips : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE ) ;
Texture2D < FfxFloat32 > r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT ) ;
Texture2D < FfxFloat32x2 > r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS ) ;
Texture2D < FfxFloat32x4 > r_debug_out : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT ) ;
// declarations not current form, no accessor functions
Texture2D < FfxFloat32x4 > r_transparency_mask : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_TRANSPARENCY_MASK ) ;
@ -275,15 +275,15 @@ SamplerState s_LinearClamp : register(s1);
Texture2D < FfxFloat32x4 > r_motion_vectors_reflection : FFX_FSR2_DECLARE_SRV ( FFX_FSR2_RESOURCE_IDENTIFIER_VELOCITY_REFLECTION ) ;
// UAV declarations
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH ) ;
RWTexture2D < FfxFloat32x2 > rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS ) ;
RWTexture2D < FfxFloat32 > rw_dilatedDepth : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH ) ;
RWTexture2D < FfxFloat32x4 > rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR ) ;
RWTexture2D < FfxFloat32x3 > rw_lock_status : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS ) ;
RWTexture2D < FfxFloat32 > rw_depth_clip : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP ) ;
RWTexture2D < FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR ) ;
RWTexture2D < unorm FfxFloat32x4 > rw_luma_history : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY ) ;
RWTexture2D < FfxFloat32x4 > rw_upscaled_output : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT ) ;
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH ) ;
RWTexture2D < FfxFloat32x2 > rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS ) ;
RWTexture2D < FfxFloat32 > rw_dilatedDepth : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH ) ;
RWTexture2D < FfxFloat32x4 > rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR ) ;
RWTexture2D < FfxFloat32x3 > rw_lock_status : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS ) ;
RWTexture2D < FfxFloat32 > rw_depth_clip : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP ) ;
RWTexture2D < unorm FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR ) ;
RWTexture2D < unorm FfxFloat32x4 > rw_luma_history : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY ) ;
RWTexture2D < FfxFloat32x4 > rw_upscaled_output : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT ) ;
globallycoherent RWTexture2D < FfxFloat32 > rw_img_mip_shading_change : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE_MIPMAP_SHADING_CHANGE ) ;
globallycoherent RWTexture2D < FfxFloat32 > rw_img_mip_5 : FFX_FSR2_DECLARE_UAV ( FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE_MIPMAP_5 ) ;
@ -330,7 +330,7 @@ SamplerState s_LinearClamp : register(s1);
Texture2D < FfxFloat32 > r_depth_clip : FFX_FSR2_DECLARE_SRV ( FSR2_BIND_SRV_DEPTH_CLIP ) ;
# endif
# if defined FSR2_BIND_SRV_PREPARED_INPUT_COLOR
Texture2D < FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV ( FSR2_BIND_SRV_PREPARED_INPUT_COLOR ) ;
Texture2D < unorm FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV ( FSR2_BIND_SRV_PREPARED_INPUT_COLOR ) ;
# endif
# if defined FSR2_BIND_SRV_LUMA_HISTORY
Texture2D < unorm FfxFloat32x4 > r_luma_history : FFX_FSR2_DECLARE_SRV ( FSR2_BIND_SRV_LUMA_HISTORY ) ;
@ -371,7 +371,7 @@ SamplerState s_LinearClamp : register(s1);
RWTexture2D < FfxFloat32 > rw_depth_clip : FFX_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_DEPTH_CLIP ) ;
# endif
# if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR
RWTexture2D < FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_PREPARED_INPUT_COLOR ) ;
RWTexture2D < unorm FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_PREPARED_INPUT_COLOR ) ;
# endif
# if defined FSR2_BIND_UAV_LUMA_HISTORY
RWTexture2D < unorm FfxFloat32x4 > rw_luma_history : FFX_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_LUMA_HISTORY ) ;
@ -823,9 +823,9 @@ FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
{
# if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL)
fUV * = depthclip_uv_scale ;
return r_dilated_reactive_masks . SampleLevel ( s_LinearClamp , fUV , 0 ) ;
return r_dilated_reactive_masks . SampleLevel ( s_LinearClamp , fUV , 0 ) ;
# else
return 0.f ;
return 0.f ;
# endif
}
@ -845,4 +845,4 @@ void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETE
# endif
}
# endif // #if defined(FFX_GPU)
# endif // #if defined(FFX_GPU)