// 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. #include "ffx_fsr2_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 #endif // #if defined(FFX_GPU) #if defined(FFX_GPU) #ifndef FFX_FSR2_PREFER_WAVE64 #define FFX_FSR2_PREFER_WAVE64 #endif // #if defined(FFX_GPU) #if defined(FFX_GPU) #pragma warning(disable: 3205) // conversion from larger type to smaller #endif // #if defined(FFX_GPU) #define DECLARE_SRV_REGISTER(regIndex) t##regIndex #define DECLARE_UAV_REGISTER(regIndex) u##regIndex #define DECLARE_CB_REGISTER(regIndex) b##regIndex #define FFX_FSR2_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex)) #define FFX_FSR2_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex)) #define FFX_FSR2_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex)) #if defined(FSR2_BIND_CB_FSR2) cbuffer cbFSR2 : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_FSR2) { FfxInt32x2 uRenderSize; FfxInt32x2 uDisplaySize; FfxInt32x2 uLumaMipDimensions; FfxInt32 uLumaMipLevelToUse; FfxUInt32 uFrameIndex; FfxFloat32x2 fDisplaySizeRcp; FfxFloat32x2 fJitter; FfxFloat32x4 fDeviceToViewDepth; FfxFloat32x2 depthclip_uv_scale; FfxFloat32x2 postprocessed_lockstatus_uv_scale; FfxFloat32x2 reactive_mask_dim_rcp; FfxFloat32x2 MotionVectorScale; FfxFloat32x2 fDownscaleFactor; FfxFloat32 fPreExposure; FfxFloat32 fTanHalfFOV; FfxFloat32x2 fMotionVectorJitterCancellation; FfxFloat32 fJitterSequenceLength; FfxFloat32 fLockInitialLifetime; FfxFloat32 fLockTickDelta; FfxFloat32 fDeltaTime; FfxFloat32 fDynamicResChangeFactor; FfxFloat32 fLumaMipRcp; #define FFX_FSR2_CONSTANT_BUFFER_1_SIZE 36 // Number of 32-bit values. This must be kept in sync with the cbFSR2 size. }; #else #define iRenderSize 0 #define iDisplaySize 0 #define iLumaMipDimensions 0 #define iLumaMipLevelToUse 0 #define iFrameIndex 0 #define fDisplaySizeRcp 0 #define fJitter 0 #define fDeviceToViewDepth FfxFloat32x4(0,0,0,0) #define depthclip_uv_scale 0 #define postprocessed_lockstatus_uv_scale 0 #define reactive_mask_dim_rcp 0 #define MotionVectorScale 0 #define fDownscaleFactor 0 #define fPreExposure 0 #define fTanHalfFOV 0 #define fMotionVectorJitterCancellation 0 #define fJitterSequenceLength 0 #define fLockInitialLifetime 0 #define fLockTickDelta 0 #define fDeltaTime 0 #define fDynamicResChangeFactor 0 #define fLumaMipRcp 0 #endif #if defined(FFX_GPU) #define FFX_FSR2_ROOTSIG_STRINGIFY(p) FFX_FSR2_ROOTSIG_STR(p) #define FFX_FSR2_ROOTSIG_STR(p) #p #define FFX_FSR2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ "DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ "RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_1_SIZE) ", b0), " \ "StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \ "addressU = TEXTURE_ADDRESS_CLAMP, " \ "addressV = TEXTURE_ADDRESS_CLAMP, " \ "addressW = TEXTURE_ADDRESS_CLAMP, " \ "comparisonFunc = COMPARISON_NEVER, " \ "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \ "StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \ "addressU = TEXTURE_ADDRESS_CLAMP, " \ "addressV = TEXTURE_ADDRESS_CLAMP, " \ "addressW = TEXTURE_ADDRESS_CLAMP, " \ "comparisonFunc = COMPARISON_NEVER, " \ "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )] #define FFX_FSR2_CONSTANT_BUFFER_2_SIZE 6 // Number of 32-bit values. This must be kept in sync with max( cbRCAS , cbSPD) size. #define FFX_FSR2_CB2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ "DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_RESOURCE_IDENTIFIER_COUNT) ")), " \ "RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_1_SIZE) ", b0), " \ "RootConstants(num32BitConstants=" FFX_FSR2_ROOTSIG_STRINGIFY(FFX_FSR2_CONSTANT_BUFFER_2_SIZE) ", b1), " \ "StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \ "addressU = TEXTURE_ADDRESS_CLAMP, " \ "addressV = TEXTURE_ADDRESS_CLAMP, " \ "addressW = TEXTURE_ADDRESS_CLAMP, " \ "comparisonFunc = COMPARISON_NEVER, " \ "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \ "StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \ "addressU = TEXTURE_ADDRESS_CLAMP, " \ "addressV = TEXTURE_ADDRESS_CLAMP, " \ "addressW = TEXTURE_ADDRESS_CLAMP, " \ "comparisonFunc = COMPARISON_NEVER, " \ "borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )] #if defined(FFX_FSR2_EMBED_ROOTSIG) #define FFX_FSR2_EMBED_ROOTSIG_CONTENT FFX_FSR2_ROOTSIG #define FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT FFX_FSR2_CB2_ROOTSIG #else #define FFX_FSR2_EMBED_ROOTSIG_CONTENT #define FFX_FSR2_EMBED_CB2_ROOTSIG_CONTENT #endif // #if FFX_FSR2_EMBED_ROOTSIG #endif // #if defined(FFX_GPU) FfxFloat32 LumaMipRcp() { return fLumaMipRcp; } FfxInt32x2 LumaMipDimensions() { return uLumaMipDimensions; } FfxInt32 LumaMipLevelToUse() { return uLumaMipLevelToUse; } FfxFloat32x2 DownscaleFactor() { return fDownscaleFactor; } FfxFloat32x2 Jitter() { return fJitter; } FfxFloat32x2 MotionVectorJitterCancellation() { return fMotionVectorJitterCancellation; } FfxInt32x2 RenderSize() { return uRenderSize; } FfxInt32x2 DisplaySize() { return uDisplaySize; } FfxFloat32x2 DisplaySizeRcp() { return fDisplaySizeRcp; } FfxFloat32 JitterSequenceLength() { return fJitterSequenceLength; } FfxFloat32 LockInitialLifetime() { return fLockInitialLifetime; } FfxFloat32 LockTickDelta() { return fLockTickDelta; } FfxFloat32 DeltaTime() { return fDeltaTime; } FfxFloat32 MaxAccumulationWeight() { const FfxFloat32 averageLanczosWeightPerFrame = 0.74f; // Average lanczos weight for jitter accumulated samples return 12; //32.0f * averageLanczosWeightPerFrame; } FfxFloat32 DynamicResChangeFactor() { return fDynamicResChangeFactor; } FfxUInt32 FrameIndex() { return uFrameIndex; } SamplerState s_PointClamp : register(s0); SamplerState s_LinearClamp : register(s1); // SRVs #if defined(FFX_INTERNAL) Texture2D r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR); Texture2D r_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS); Texture2D r_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH); Texture2D r_exposure : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE); Texture2D r_reactive_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK); Texture2D r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK); Texture2D r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH); Texture2D r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS); Texture2D r_dilatedDepth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH); Texture2D r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR); Texture2D r_lock_status : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS); Texture2D r_depth_clip : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP); Texture2D r_prepared_input_color : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR); Texture2D r_luma_history : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY); Texture2D r_rcas_input : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT); Texture2D r_lanczos_lut : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT); Texture2D r_imgMips : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE); Texture2D r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT); Texture2D r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS); Texture2D r_debug_out : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT); // declarations not current form, no accessor functions Texture2D r_transparency_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_TRANSPARENCY_MASK); Texture2D r_bias_current_color_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_BIAS_CURRENT_COLOR_MASK); Texture2D r_gbuffer_albedo : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_ALBEDO); Texture2D r_gbuffer_roughness : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_ROUGHNESS); Texture2D r_gbuffer_metallic : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_METALLIC); Texture2D r_gbuffer_specular : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SPECULAR); Texture2D r_gbuffer_subsurface : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SUBSURFACE); Texture2D r_gbuffer_normals : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_NORMALS); Texture2D r_gbuffer_shading_mode_id : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SHADING_MODE_ID); Texture2D r_gbuffer_material_id : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_MATERIAL_ID); Texture2D r_motion_vectors_3d : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_VELOCITY_3D); Texture2D r_is_particle_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_IS_PARTICLE_MASK); Texture2D r_animated_texture_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_ANIMATED_TEXTURE_MASK); Texture2D r_depth_high_res : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_HIGH_RES); Texture2D r_position_view_space : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_POSITION_VIEW_SPACE); Texture2D r_ray_tracing_hit_distance : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RAY_TRACING_HIT_DISTANCE); Texture2D r_motion_vectors_reflection : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_VELOCITY_REFLECTION); // UAV declarations RWTexture2D rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH); RWTexture2D rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS); RWTexture2D rw_dilatedDepth : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH); RWTexture2D rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR); RWTexture2D rw_lock_status : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS); RWTexture2D rw_depth_clip : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_CLIP); RWTexture2D rw_prepared_input_color : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR); RWTexture2D rw_luma_history : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY); RWTexture2D rw_upscaled_output : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT); globallycoherent RWTexture2D rw_img_mip_shading_change : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE_MIPMAP_SHADING_CHANGE); globallycoherent RWTexture2D rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE_MIPMAP_5); RWTexture2D rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS); RWTexture2D rw_exposure : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_EXPOSURE); globallycoherent RWTexture2D rw_spd_global_atomic : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT); RWTexture2D rw_debug_out : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT); #else // #if defined(FFX_INTERNAL) #if defined FSR2_BIND_SRV_INPUT_COLOR Texture2D r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); #endif #if defined FSR2_BIND_SRV_MOTION_VECTORS Texture2D r_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_DEPTH Texture2D r_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DEPTH); #endif #if defined FSR2_BIND_SRV_EXPOSURE Texture2D r_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_EXPOSURE); #endif #if defined FSR2_BIND_SRV_REACTIVE_MASK Texture2D r_reactive_mask : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); #endif #if defined FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK Texture2D r_transparency_and_composition_mask : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); #endif #if defined FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH Texture2D r_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); #endif #if defined FSR2_BIND_SRV_DILATED_MOTION_VECTORS Texture2D r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_DILATED_DEPTH Texture2D r_dilatedDepth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_DEPTH); #endif #if defined FSR2_BIND_SRV_INTERNAL_UPSCALED Texture2D r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INTERNAL_UPSCALED); #endif #if defined FSR2_BIND_SRV_LOCK_STATUS Texture2D r_lock_status : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS); #endif #if defined FSR2_BIND_SRV_DEPTH_CLIP Texture2D r_depth_clip : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DEPTH_CLIP); #endif #if defined FSR2_BIND_SRV_PREPARED_INPUT_COLOR Texture2D r_prepared_input_color : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREPARED_INPUT_COLOR); #endif #if defined FSR2_BIND_SRV_LUMA_HISTORY Texture2D r_luma_history : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LUMA_HISTORY); #endif #if defined FSR2_BIND_SRV_RCAS_INPUT Texture2D r_rcas_input : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RCAS_INPUT); #endif #if defined FSR2_BIND_SRV_LANCZOS_LUT Texture2D r_lanczos_lut : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LANCZOS_LUT); #endif #if defined FSR2_BIND_SRV_EXPOSURE_MIPS Texture2D r_imgMips : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_EXPOSURE_MIPS); #endif #if defined FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT Texture2D r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT); #endif #if defined FSR2_BIND_SRV_DILATED_REACTIVE_MASKS Texture2D r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS); #endif // UAV declarations #if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH RWTexture2D rw_reconstructed_previous_nearest_depth : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); #endif #if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS RWTexture2D rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); #endif #if defined FSR2_BIND_UAV_DILATED_DEPTH RWTexture2D rw_dilatedDepth : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_DEPTH); #endif #if defined FSR2_BIND_UAV_INTERNAL_UPSCALED RWTexture2D rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_INTERNAL_UPSCALED); #endif #if defined FSR2_BIND_UAV_LOCK_STATUS RWTexture2D rw_lock_status : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS); #endif #if defined FSR2_BIND_UAV_DEPTH_CLIP RWTexture2D rw_depth_clip : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DEPTH_CLIP); #endif #if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR RWTexture2D rw_prepared_input_color : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREPARED_INPUT_COLOR); #endif #if defined FSR2_BIND_UAV_LUMA_HISTORY RWTexture2D rw_luma_history : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY); #endif #if defined FSR2_BIND_UAV_UPSCALED_OUTPUT RWTexture2D rw_upscaled_output : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); #endif #if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE globallycoherent RWTexture2D rw_img_mip_shading_change : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE); #endif #if defined FSR2_BIND_UAV_EXPOSURE_MIP_5 globallycoherent RWTexture2D rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_5); #endif #if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS RWTexture2D rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS); #endif #if defined FSR2_BIND_UAV_EXPOSURE RWTexture2D rw_exposure : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE); #endif #if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC globallycoherent RWTexture2D rw_spd_global_atomic : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC); #endif #endif // #if defined(FFX_INTERNAL) FfxFloat32 LoadMipLuma(FfxUInt32x2 iPxPos, FfxUInt32 mipLevel) { #if defined(FSR2_BIND_SRV_EXPOSURE_MIPS) || defined(FFX_INTERNAL) return r_imgMips.mips[mipLevel][iPxPos]; #else return 0.f; #endif } FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxUInt32 mipLevel) { #if defined(FSR2_BIND_SRV_EXPOSURE_MIPS) || defined(FFX_INTERNAL) fUV *= depthclip_uv_scale; return r_imgMips.SampleLevel(s_LinearClamp, fUV, mipLevel); #else return 0.f; #endif } // // a 0 0 0 x // 0 b 0 0 y // 0 0 c d z // 0 0 e 0 1 // // z' = (z*c+d)/(z*e) // z' = (c/e) + d/(z*e) // z' - (c/e) = d/(z*e) // (z'e - c)/e = d/(z*e) // e / (z'e - c) = (z*e)/d // (e * d) / (z'e - c) = z*e // z = d / (z'e - c) FfxFloat32 ConvertFromDeviceDepthToViewSpace(FfxFloat32 fDeviceDepth) { return -fDeviceToViewDepth[2] / (fDeviceDepth * fDeviceToViewDepth[1] - fDeviceToViewDepth[0]); } FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_DEPTH) || defined(FFX_INTERNAL) return r_depth[iPxPos]; #else return 0.f; #endif } FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_REACTIVE_MASK) || defined(FFX_INTERNAL) return r_reactive_mask[iPxPos]; #else return 0.f; #endif } FfxFloat32x4 GatherReactiveMask(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_REACTIVE_MASK) || defined(FFX_INTERNAL) return r_reactive_mask.GatherRed(s_LinearClamp, FfxFloat32x2(iPxPos) * reactive_mask_dim_rcp); #else return 0.f; #endif } FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) || defined(FFX_INTERNAL) return r_transparency_and_composition_mask[iPxPos]; #else return 0.f; #endif } FfxFloat32 SampleTransparencyAndCompositionMask(FfxFloat32x2 fUV) { #if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) || defined(FFX_INTERNAL) fUV *= depthclip_uv_scale; return r_transparency_and_composition_mask.SampleLevel(s_LinearClamp, fUV, 0); #else return 0.f; #endif } FfxFloat32 PreExposure() { return fPreExposure; } FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL) return r_input_color_jittered[iPxPos].rgb / PreExposure(); #else return 0; #endif } FfxFloat32x3 LoadInputColorWithoutPreExposure(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL) return r_input_color_jittered[iPxPos].rgb; #else return 0; #endif } FfxFloat32x3 LoadPreparedInputColor(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) return r_prepared_input_color[iPxPos].rgb; #else return 0.f; #endif } FfxFloat32 LoadPreparedInputColorLuma(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) return r_prepared_input_color[iPxPos].a; #else return 0.f; #endif } FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos) { #if defined(FSR2_BIND_SRV_MOTION_VECTORS) || defined(FFX_INTERNAL) FfxFloat32x2 fSrcMotionVector = r_motion_vectors[iPxDilatedMotionVectorPos].xy; #else FfxFloat32x2 fSrcMotionVector = 0.f; #endif FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale; #if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS fUvMotionVector -= fMotionVectorJitterCancellation; #endif return fUvMotionVector; } FfxFloat32x4 LoadHistory(FfxUInt32x2 iPxHistory) { #if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) return r_internal_upscaled_color[iPxHistory]; #else return 0.f; #endif } FfxFloat32x4 LoadRwInternalUpscaledColorAndWeight(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) return rw_internal_upscaled_color[iPxPos]; #else return 0.f; #endif } void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory) { #if defined(FSR2_BIND_UAV_LUMA_HISTORY) || defined(FFX_INTERNAL) rw_luma_history[iPxPos] = fLumaHistory; #endif } FfxFloat32x4 LoadRwLumaHistory(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_UAV_LUMA_HISTORY) || defined(FFX_INTERNAL) return rw_luma_history[iPxPos]; #else return 1.f; #endif } FfxFloat32 LoadLumaStabilityFactor(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL) return r_luma_history[iPxPos].w; #else return 0.f; #endif } FfxFloat32 SampleLumaStabilityFactor(FfxFloat32x2 fUV) { #if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL) fUV *= depthclip_uv_scale; return r_luma_history.SampleLevel(s_LinearClamp, fUV, 0).w; #else return 0.f; #endif } void StoreReprojectedHistory(FfxUInt32x2 iPxHistory, FfxFloat32x4 fHistory) { #if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) rw_internal_upscaled_color[iPxHistory] = fHistory; #endif } void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight) { #if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL) rw_internal_upscaled_color[iPxPos] = fColorAndWeight; #endif } void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor) { #if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) || defined(FFX_INTERNAL) rw_upscaled_output[iPxPos] = FfxFloat32x4(fColor * PreExposure(), 1.f); #endif } //LOCK_LIFETIME_REMAINING == 0 //Should make LockInitialLifetime() return a const 1.0f later FfxFloat32x3 LoadLockStatus(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL) FfxFloat32x3 fLockStatus = r_lock_status[iPxPos]; fLockStatus[0] -= LockInitialLifetime() * 2.0f; return fLockStatus; #else return 0.f; #endif } FfxFloat32x3 LoadRwLockStatus(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_UAV_LOCK_STATUS) || defined(FFX_INTERNAL) FfxFloat32x3 fLockStatus = rw_lock_status[iPxPos]; fLockStatus[0] -= LockInitialLifetime() * 2.0f; return fLockStatus; #else return 0.f; #endif } void StoreLockStatus(FfxUInt32x2 iPxPos, FfxFloat32x3 fLockstatus) { #if defined(FSR2_BIND_UAV_LOCK_STATUS) || defined(FFX_INTERNAL) fLockstatus[0] += LockInitialLifetime() * 2.0f; rw_lock_status[iPxPos] = fLockstatus; #endif } void StorePreparedInputColor(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped) { #if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL) rw_prepared_input_color[iPxPos] = fTonemapped; #endif } FfxBoolean IsResponsivePixel(FfxUInt32x2 iPxPos) { return FFX_FALSE; //not supported in prototype } FfxFloat32 LoadDepthClip(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_DEPTH_CLIP) || defined(FFX_INTERNAL) return r_depth_clip[iPxPos]; #else return 0.f; #endif } FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV) { #if defined(FSR2_BIND_SRV_DEPTH_CLIP) || defined(FFX_INTERNAL) fUV *= depthclip_uv_scale; return r_depth_clip.SampleLevel(s_LinearClamp, fUV, 0); #else return 0.f; #endif } FfxFloat32x3 SampleLockStatus(FfxFloat32x2 fUV) { #if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL) fUV *= postprocessed_lockstatus_uv_scale; FfxFloat32x3 fLockStatus = r_lock_status.SampleLevel(s_LinearClamp, fUV, 0); fLockStatus[0] -= LockInitialLifetime() * 2.0f; return fLockStatus; #else return 0.f; #endif } void StoreDepthClip(FfxUInt32x2 iPxPos, FfxFloat32 fClip) { #if defined(FSR2_BIND_UAV_DEPTH_CLIP) || defined(FFX_INTERNAL) rw_depth_clip[iPxPos] = fClip; #endif } FfxFloat32 TanHalfFoV() { return fTanHalfFOV; } FfxFloat32 LoadSceneDepth(FfxUInt32x2 iPxInput) { #if defined(FSR2_BIND_SRV_DEPTH) || defined(FFX_INTERNAL) return r_depth[iPxInput]; #else return 0.f; #endif } FfxFloat32 LoadReconstructedPrevDepth(FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) return asfloat(r_reconstructed_previous_nearest_depth[iPxPos]); #else return 0; #endif } void StoreReconstructedDepth(FfxUInt32x2 iPxSample, FfxFloat32 fDepth) { FfxUInt32 uDepth = asuint(fDepth); #if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) #if FFX_FSR2_OPTION_INVERTED_DEPTH InterlockedMax(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); #else InterlockedMin(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); // min for standard, max for inverted depth #endif #endif } void SetReconstructedDepth(FfxUInt32x2 iPxSample, const FfxUInt32 uValue) { #if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL) rw_reconstructed_previous_nearest_depth[iPxSample] = uValue; #endif } void StoreDilatedDepth(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth) { #if defined(FSR2_BIND_UAV_DILATED_DEPTH) || defined(FFX_INTERNAL) rw_dilatedDepth[iPxPos] = fDepth; #endif } void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector) { #if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) rw_dilated_motion_vectors[iPxPos] = fMotionVector; #endif } FfxFloat32x2 LoadDilatedMotionVector(FfxUInt32x2 iPxInput) { #if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) return r_dilated_motion_vectors[iPxInput].xy; #else return 0.f; #endif } FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV) { #if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL) fUV *= depthclip_uv_scale; // TODO: assuming these are (RenderSize() / MaxRenderSize()) return r_dilated_motion_vectors.SampleLevel(s_LinearClamp, fUV, 0); #else return 0.f; #endif } FfxFloat32 LoadDilatedDepth(FfxUInt32x2 iPxInput) { #if defined(FSR2_BIND_SRV_DILATED_DEPTH) || defined(FFX_INTERNAL) FfxFloat32 fDepth = r_dilatedDepth[iPxInput]; #if !FFX_FSR2_OPTION_INVERTED_DEPTH fDepth = 1.0 - fDepth; // Reconstruct from FP16. #endif return fDepth; #else return 0.f; #endif } FfxFloat32 Exposure() { // return 1.0f; #if defined(FSR2_BIND_SRV_EXPOSURE) || defined(FFX_INTERNAL) FfxFloat32 exposure = r_exposure[FfxUInt32x2(0, 0)].x; #else FfxFloat32 exposure = 1.f; #endif if (exposure == 0.0f) { exposure = 1.0f; } return exposure; } FfxFloat32 SampleLanczos2Weight(FfxFloat32 x) { #if defined(FSR2_BIND_SRV_LANCZOS_LUT) || defined(FFX_INTERNAL) return r_lanczos_lut.SampleLevel(s_LinearClamp, FfxFloat32x2(x / 2, 0.5f), 0); #else return 0.f; #endif } FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv) { #if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) || defined(FFX_INTERNAL) // Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range. return FfxFloat32(2.0) * r_upsample_maximum_bias_lut.SampleLevel(s_LinearClamp, abs(uv) * 2.0, 0); #else return 0.f; #endif } 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); #else return 0.f; #endif } FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos) { #if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL) return r_dilated_reactive_masks[iPxPos]; #else return 0.f; #endif } void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks) { #if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL) rw_dilated_reactive_masks[iPxPos] = fDilatedReactiveMasks; #endif } #endif // #if defined(FFX_GPU)