FidelityFX-FSR2/src/ffx-fsr2-api/shaders/ffx_fsr2_tcr_autogen_pass.hlsl
2023-02-16 11:59:30 +00:00

115 lines
4.9 KiB
HLSL

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 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.
#define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0
#define FSR2_BIND_SRV_INPUT_COLOR 1
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2
#define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
#define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4
#define FSR2_BIND_SRV_REACTIVE_MASK 4
#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 5
#define FSR2_BIND_UAV_AUTOREACTIVE 0
#define FSR2_BIND_UAV_AUTOCOMPOSITION 1
#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 2
#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 3
#define FSR2_BIND_CB_FSR2 0
#define FSR2_BIND_CB_AUTOREACTIVE 1
#include "ffx_fsr2_callbacks_hlsl.h"
#include "ffx_fsr2_common.h"
#if defined(FSR2_BIND_CB_AUTOREACTIVE)
cbuffer cbGenerateReactive : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_AUTOREACTIVE)
{
float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
float fTcScale;
float fReactiveScale;
float fReactiveMax;
};
float getTcThreshold()
{
return fTcThreshold;
}
#else
#define fTcThreshold 0.05f
#define fTcScale 1.00f
#define fReactiveScale 10.0f
#define fReactiveMax 0.90f
float getTcThreshold()
{
return fTcThreshold;
}
#endif
#include "ffx_fsr2_tcr_autogen.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#define FFX_FSR2_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_FSR2_NUM_THREADS
#define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)]
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_FSR2_NUM_THREADS
FFX_FSR2_EMBED_ROOTSIG_CONTENT
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
{
FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId);
// ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV
// fetch pre- and post-alpha color values
FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() );
FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) );
FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f);
FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) );
FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) );
FFX_MIN16_F2 outReactiveMask = 0;
outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx);
if (outReactiveMask.y > 0.5f)
{
outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx);
outReactiveMask.x *= FFX_MIN16_F(fReactiveScale);
outReactiveMask.x = outReactiveMask.x < fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( fReactiveMax );
}
outReactiveMask.y *= FFX_MIN16_F(fTcScale );
outReactiveMask.x = max( outReactiveMask.x, FFX_MIN16_F( LoadReactiveMask(uDispatchThreadId) ) );
outReactiveMask.y = max( outReactiveMask.y, FFX_MIN16_F( LoadTransparencyAndCompositionMask(uDispatchThreadId) ) );
StoreAutoReactive(uDispatchThreadId, outReactiveMask);
StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha);
StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha);
}