FidelityFX-FSR2/src/ffx-fsr2-api/shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl
2022-09-05 13:36:43 +01:00

165 lines
4.6 KiB
HLSL

// 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.
#define FSR2_BIND_SRV_INPUT_COLOR 0
#define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 0
#define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 1
#define FSR2_BIND_UAV_EXPOSURE_MIP_5 2
#define FSR2_BIND_UAV_EXPOSURE 3
#define FSR2_BIND_CB_FSR2 0
#define FSR2_BIND_CB_SPD 1
#include "ffx_fsr2_callbacks_hlsl.h"
#include "ffx_fsr2_common.h"
#if defined(FSR2_BIND_CB_SPD)
cbuffer cbSPD : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_SPD) {
uint mips;
uint numWorkGroups;
uint2 workGroupOffset;
uint2 renderSize;
};
uint MipCount()
{
return mips;
}
uint NumWorkGroups()
{
return numWorkGroups;
}
uint2 WorkGroupOffset()
{
return workGroupOffset;
}
uint2 SPD_RenderSize()
{
return renderSize;
}
#else
uint MipCount()
{
return 0;
}
uint NumWorkGroups()
{
return 0;
}
uint2 WorkGroupOffset()
{
return uint2(0, 0);
}
uint2 SPD_RenderSize()
{
return uint2(0, 0);
}
#endif
float2 SPD_LoadExposureBuffer()
{
#if defined(FSR2_BIND_UAV_EXPOSURE) || defined(FFX_INTERNAL)
return rw_exposure[min16int2(0,0)];
#else
return 0;
#endif
}
void SPD_SetExposureBuffer(float2 value)
{
#if defined(FSR2_BIND_UAV_EXPOSURE) || defined(FFX_INTERNAL)
rw_exposure[min16int2(0,0)] = value;
#endif
}
float4 SPD_LoadMipmap5(int2 iPxPos)
{
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) || defined(FFX_INTERNAL)
return float4(rw_img_mip_5[iPxPos], 0, 0, 0);
#else
return 0;
#endif
}
void SPD_SetMipmap(int2 iPxPos, int slice, float value)
{
switch (slice)
{
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) || defined(FFX_INTERNAL)
case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL:
rw_img_mip_shading_change[iPxPos] = value;
break;
#endif
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) || defined(FFX_INTERNAL)
case 5:
rw_img_mip_5[iPxPos] = value;
break;
#endif
default:
// avoid flattened side effect
#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) || defined(FFX_INTERNAL)
rw_img_mip_shading_change[iPxPos] = rw_img_mip_shading_change[iPxPos];
#elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) || defined(FFX_INTERNAL)
rw_img_mip_5[iPxPos] = rw_img_mip_5[iPxPos];
#endif
break;
}
}
void SPD_IncreaseAtomicCounter(inout uint spdCounter)
{
InterlockedAdd(rw_spd_global_atomic[min16int2(0,0)], 1, spdCounter);
}
void SPD_ResetAtomicCounter()
{
rw_spd_global_atomic[min16int2(0,0)] = 0;
}
#include "ffx_fsr2_compute_luminance_pyramid.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 256
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 1
#endif // #ifndef 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_CB2_ROOTSIG_CONTENT
void CS(uint3 WorkGroupId : SV_GroupID, uint LocalThreadIndex : SV_GroupIndex)
{
ComputeAutoExposure(WorkGroupId, LocalThreadIndex);
}