// This file is part of the FidelityFX SDK. // // Copyright (c) 2022 Advanced Micro Devices, Inc. All rights reserved. // // 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. cbuffer cb : register(b0) { uint4 Const0; uint4 Const1; uint4 Const2; uint4 Const3; uint4 Sample; }; #define A_GPU 1 #define A_HLSL 1 SamplerState samLinearClamp : register(s0); #if SAMPLE_SLOW_FALLBACK #include "ffx_a.h" Texture2D InputTexture : register(t0); RWTexture2D OutputTexture : register(u0); #if SAMPLE_EASU #define FSR_EASU_F 1 AF4 FsrEasuRF(AF2 p) { AF4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; } AF4 FsrEasuGF(AF2 p) { AF4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; } AF4 FsrEasuBF(AF2 p) { AF4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; } #endif #if SAMPLE_RCAS #define FSR_RCAS_F AF4 FsrRcasLoadF(ASU2 p) { return InputTexture.Load(int3(ASU2(p), 0)); } void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {} #endif #else #define A_HALF #include "ffx_a.h" Texture2D InputTexture : register(t0); RWTexture2D OutputTexture : register(u0); #if SAMPLE_EASU #define FSR_EASU_H 1 AH4 FsrEasuRH(AF2 p) { AH4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; } AH4 FsrEasuGH(AF2 p) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; } AH4 FsrEasuBH(AF2 p) { AH4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; } #endif #if SAMPLE_RCAS #define FSR_RCAS_H AH4 FsrRcasLoadH(ASW2 p) { return InputTexture.Load(ASW3(ASW2(p), 0)); } void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){} #endif #endif #include "ffx_fsr1.h" void CurrFilter(int2 pos) { #if SAMPLE_BILINEAR AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw); OutputTexture[pos] = InputTexture.SampleLevel(samLinearClamp, pp, 0.0); #endif #if SAMPLE_EASU #if SAMPLE_SLOW_FALLBACK AF3 c; FsrEasuF(c, pos, Const0, Const1, Const2, Const3); OutputTexture[pos] = float4(c, 1); #else AH3 c; FsrEasuH(c, pos, Const0, Const1, Const2, Const3); OutputTexture[pos] = AH4(c, 1); #endif #endif #if SAMPLE_RCAS #if SAMPLE_SLOW_FALLBACK AF3 c; FsrRcasF(c.r, c.g, c.b, pos, Const0); if (Sample.x == 1) c *= c; OutputTexture[pos] = float4(c, 1); #else AH3 c; FsrRcasH(c.r, c.g, c.b, pos, Const0); if( Sample.x == 1 ) c *= c; OutputTexture[pos] = AH4(c, 1); #endif #endif } [numthreads(WIDTH, HEIGHT, DEPTH)] void mainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID) { // Do remapping of local xy in workgroup for a more PS-like swizzle pattern. AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u); CurrFilter(gxy); gxy.x += 8u; CurrFilter(gxy); gxy.y += 8u; CurrFilter(gxy); gxy.x -= 8u; CurrFilter(gxy); }