FidelityFX-FSR2/src/ffx-fsr2-api/shaders/ffx_fsr2_callbacks_hlsl.h
2022-10-19 16:21:29 -07:00

853 lines
36 KiB
C

// 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<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);
// declarations not current form, no accessor functions
Texture2D<FfxFloat32x4> r_transparency_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_TRANSPARENCY_MASK);
Texture2D<FfxFloat32x4> r_bias_current_color_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_BIAS_CURRENT_COLOR_MASK);
Texture2D<FfxFloat32x4> r_gbuffer_albedo : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_ALBEDO);
Texture2D<FfxFloat32x4> r_gbuffer_roughness : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_ROUGHNESS);
Texture2D<FfxFloat32x4> r_gbuffer_metallic : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_METALLIC);
Texture2D<FfxFloat32x4> r_gbuffer_specular : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SPECULAR);
Texture2D<FfxFloat32x4> r_gbuffer_subsurface : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SUBSURFACE);
Texture2D<FfxFloat32x4> r_gbuffer_normals : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_NORMALS);
Texture2D<FfxFloat32x4> r_gbuffer_shading_mode_id : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_SHADING_MODE_ID);
Texture2D<FfxFloat32x4> r_gbuffer_material_id : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_GBUFFER_MATERIAL_ID);
Texture2D<FfxFloat32x4> r_motion_vectors_3d : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_VELOCITY_3D);
Texture2D<FfxFloat32x4> r_is_particle_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_IS_PARTICLE_MASK);
Texture2D<FfxFloat32x4> r_animated_texture_mask : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_ANIMATED_TEXTURE_MASK);
Texture2D<FfxFloat32> r_depth_high_res : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEPTH_HIGH_RES);
Texture2D<FfxFloat32x4> r_position_view_space : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_POSITION_VIEW_SPACE);
Texture2D<FfxFloat32x4> r_ray_tracing_hit_distance : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_RAY_TRACING_HIT_DISTANCE);
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);
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);
RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS);
RWTexture2D<FfxFloat32x2> rw_exposure : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_EXPOSURE);
globallycoherent RWTexture2D<FfxUInt32> rw_spd_global_atomic : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT);
RWTexture2D<FfxFloat32x4> 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<FfxFloat32x4> r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR);
#endif
#if defined FSR2_BIND_SRV_MOTION_VECTORS
Texture2D<FfxFloat32x4> r_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_MOTION_VECTORS);
#endif
#if defined FSR2_BIND_SRV_DEPTH
Texture2D<FfxFloat32> r_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DEPTH);
#endif
#if defined FSR2_BIND_SRV_EXPOSURE
Texture2D<FfxFloat32x2> r_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_EXPOSURE);
#endif
#if defined FSR2_BIND_SRV_REACTIVE_MASK
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK);
#endif
#if defined FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK
Texture2D<FfxFloat32> 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<FfxUInt32> 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<FfxFloat32x2> r_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_MOTION_VECTORS);
#endif
#if defined FSR2_BIND_SRV_DILATED_DEPTH
Texture2D<FfxFloat32> r_dilatedDepth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_DEPTH);
#endif
#if defined FSR2_BIND_SRV_INTERNAL_UPSCALED
Texture2D<FfxFloat32x4> r_internal_upscaled_color : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INTERNAL_UPSCALED);
#endif
#if defined FSR2_BIND_SRV_LOCK_STATUS
Texture2D<FfxFloat32x3> r_lock_status : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS);
#endif
#if defined FSR2_BIND_SRV_DEPTH_CLIP
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);
#endif
#if defined FSR2_BIND_SRV_LUMA_HISTORY
Texture2D<unorm FfxFloat32x4> r_luma_history : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LUMA_HISTORY);
#endif
#if defined FSR2_BIND_SRV_RCAS_INPUT
Texture2D<FfxFloat32x4> r_rcas_input : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RCAS_INPUT);
#endif
#if defined FSR2_BIND_SRV_LANCZOS_LUT
Texture2D<FfxFloat32> r_lanczos_lut : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LANCZOS_LUT);
#endif
#if defined FSR2_BIND_SRV_EXPOSURE_MIPS
Texture2D<FfxFloat32> r_imgMips : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_EXPOSURE_MIPS);
#endif
#if defined FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT
Texture2D<FfxFloat32> 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<FfxFloat32x2> 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<FfxUInt32> 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<FfxFloat32x2> rw_dilated_motion_vectors : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS);
#endif
#if defined FSR2_BIND_UAV_DILATED_DEPTH
RWTexture2D<FfxFloat32> rw_dilatedDepth : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_DEPTH);
#endif
#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED
RWTexture2D<FfxFloat32x4> rw_internal_upscaled_color : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_INTERNAL_UPSCALED);
#endif
#if defined FSR2_BIND_UAV_LOCK_STATUS
RWTexture2D<FfxFloat32x3> rw_lock_status : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS);
#endif
#if defined FSR2_BIND_UAV_DEPTH_CLIP
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);
#endif
#if defined FSR2_BIND_UAV_LUMA_HISTORY
RWTexture2D<unorm FfxFloat32x4> rw_luma_history : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY);
#endif
#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT
RWTexture2D<FfxFloat32x4> rw_upscaled_output : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT);
#endif
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
globallycoherent RWTexture2D<FfxFloat32> 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<FfxFloat32> rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_5);
#endif
#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS
RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS);
#endif
#if defined FSR2_BIND_UAV_EXPOSURE
RWTexture2D<FfxFloat32x2> rw_exposure : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE);
#endif
#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC
globallycoherent RWTexture2D<FfxUInt32> 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)