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Diffstat (limited to 'thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h')
| -rw-r--r-- | thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h | 704 |
1 files changed, 704 insertions, 0 deletions
diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h b/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h new file mode 100644 index 0000000000..45279bd357 --- /dev/null +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h @@ -0,0 +1,704 @@ +// 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. +#include "ffx_fsr2_resources.h" + +#if defined(FFX_GPU) +#include "ffx_core.h" +#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(FSR2_BIND_CB_FSR2) + layout (set = 1, binding = FSR2_BIND_CB_FSR2, std140) uniform cbFSR2_t + { + FfxInt32x2 iRenderSize; + FfxInt32x2 iMaxRenderSize; + FfxInt32x2 iDisplaySize; + FfxInt32x2 iInputColorResourceDimensions; + FfxInt32x2 iLumaMipDimensions; + FfxInt32 iLumaMipLevelToUse; + FfxInt32 iFrameIndex; + + FfxFloat32x4 fDeviceToViewDepth; + FfxFloat32x2 fJitter; + FfxFloat32x2 fMotionVectorScale; + FfxFloat32x2 fDownscaleFactor; + FfxFloat32x2 fMotionVectorJitterCancellation; + FfxFloat32 fPreExposure; + FfxFloat32 fPreviousFramePreExposure; + FfxFloat32 fTanHalfFOV; + FfxFloat32 fJitterSequenceLength; + FfxFloat32 fDeltaTime; + FfxFloat32 fDynamicResChangeFactor; + FfxFloat32 fViewSpaceToMetersFactor; + + // -- GODOT start -- + FfxFloat32 fPad; + mat4 mReprojectionMatrix; + // -- GODOT end -- + } cbFSR2; +#endif + +FfxInt32x2 RenderSize() +{ + return cbFSR2.iRenderSize; +} + +FfxInt32x2 MaxRenderSize() +{ + return cbFSR2.iMaxRenderSize; +} + +FfxInt32x2 DisplaySize() +{ + return cbFSR2.iDisplaySize; +} + +FfxInt32x2 InputColorResourceDimensions() +{ + return cbFSR2.iInputColorResourceDimensions; +} + +FfxInt32x2 LumaMipDimensions() +{ + return cbFSR2.iLumaMipDimensions; +} + +FfxInt32 LumaMipLevelToUse() +{ + return cbFSR2.iLumaMipLevelToUse; +} + +FfxInt32 FrameIndex() +{ + return cbFSR2.iFrameIndex; +} + +FfxFloat32x4 DeviceToViewSpaceTransformFactors() +{ + return cbFSR2.fDeviceToViewDepth; +} + +FfxFloat32x2 Jitter() +{ + return cbFSR2.fJitter; +} + +FfxFloat32x2 MotionVectorScale() +{ + return cbFSR2.fMotionVectorScale; +} + +FfxFloat32x2 DownscaleFactor() +{ + return cbFSR2.fDownscaleFactor; +} + +FfxFloat32x2 MotionVectorJitterCancellation() +{ + return cbFSR2.fMotionVectorJitterCancellation; +} + +FfxFloat32 PreExposure() +{ + return cbFSR2.fPreExposure; +} + +FfxFloat32 PreviousFramePreExposure() +{ + return cbFSR2.fPreviousFramePreExposure; +} + +FfxFloat32 TanHalfFoV() +{ + return cbFSR2.fTanHalfFOV; +} + +FfxFloat32 JitterSequenceLength() +{ + return cbFSR2.fJitterSequenceLength; +} + +FfxFloat32 DeltaTime() +{ + return cbFSR2.fDeltaTime; +} + +FfxFloat32 DynamicResChangeFactor() +{ + return cbFSR2.fDynamicResChangeFactor; +} + +FfxFloat32 ViewSpaceToMetersFactor() +{ + return cbFSR2.fViewSpaceToMetersFactor; +} + +layout (set = 0, binding = 0) uniform sampler s_PointClamp; +layout (set = 0, binding = 1) uniform sampler s_LinearClamp; + +// SRVs +#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) + layout (set = 1, binding = FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only; +#endif +#if defined(FSR2_BIND_SRV_INPUT_COLOR) + layout (set = 1, binding = FSR2_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered; +#endif +#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) + layout (set = 1, binding = FSR2_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors; +#endif +#if defined(FSR2_BIND_SRV_INPUT_DEPTH) + layout (set = 1, binding = FSR2_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth; +#endif +#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) + layout (set = 1, binding = FSR2_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure; +#endif +#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) + layout(set = 1, binding = FSR2_BIND_SRV_AUTO_EXPOSURE) uniform texture2D r_auto_exposure; +#endif +#if defined(FSR2_BIND_SRV_REACTIVE_MASK) + layout (set = 1, binding = FSR2_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask; +#endif +#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) + layout (set = 1, binding = FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask; +#endif +#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) + layout (set = 1, binding = FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth; +#endif +#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) + layout (set = 1, binding = FSR2_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors; +#endif +#if defined (FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) + layout(set = 1, binding = FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) uniform texture2D r_previous_dilated_motion_vectors; +#endif +#if defined(FSR2_BIND_SRV_DILATED_DEPTH) + layout (set = 1, binding = FSR2_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilatedDepth; +#endif +#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) + layout (set = 1, binding = FSR2_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color; +#endif +#if defined(FSR2_BIND_SRV_LOCK_STATUS) + layout (set = 1, binding = FSR2_BIND_SRV_LOCK_STATUS) uniform texture2D r_lock_status; +#endif +#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) + layout (set = 1, binding = FSR2_BIND_SRV_LOCK_INPUT_LUMA) uniform texture2D r_lock_input_luma; +#endif +#if defined(FSR2_BIND_SRV_NEW_LOCKS) + layout(set = 1, binding = FSR2_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks; +#endif +#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) + layout (set = 1, binding = FSR2_BIND_SRV_PREPARED_INPUT_COLOR) uniform texture2D r_prepared_input_color; +#endif +#if defined(FSR2_BIND_SRV_LUMA_HISTORY) + layout (set = 1, binding = FSR2_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history; +#endif +#if defined(FSR2_BIND_SRV_RCAS_INPUT) + layout (set = 1, binding = FSR2_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input; +#endif +#if defined(FSR2_BIND_SRV_LANCZOS_LUT) + layout (set = 1, binding = FSR2_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut; +#endif +#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) + layout (set = 1, binding = FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) uniform texture2D r_imgMips; +#endif +#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) + layout (set = 1, binding = FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) uniform texture2D r_upsample_maximum_bias_lut; +#endif +#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) + layout (set = 1, binding = FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks; +#endif +#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) + layout(set = 1, binding = FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha; +#endif +#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) + layout(set = 1, binding = FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha; +#endif + +// UAV +#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH + layout (set = 1, binding = FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth; +#endif +#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS + layout (set = 1, binding = FSR2_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors; +#endif +#if defined FSR2_BIND_UAV_DILATED_DEPTH + layout (set = 1, binding = FSR2_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilatedDepth; +#endif +#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED + layout (set = 1, binding = FSR2_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color; +#endif +#if defined FSR2_BIND_UAV_LOCK_STATUS + layout (set = 1, binding = FSR2_BIND_UAV_LOCK_STATUS, rg16f) uniform image2D rw_lock_status; +#endif +#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) + layout(set = 1, binding = FSR2_BIND_UAV_LOCK_INPUT_LUMA, r16f) writeonly uniform image2D rw_lock_input_luma; +#endif +#if defined FSR2_BIND_UAV_NEW_LOCKS + layout(set = 1, binding = FSR2_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks; +#endif +#if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR + layout (set = 1, binding = FSR2_BIND_UAV_PREPARED_INPUT_COLOR, rgba16) writeonly uniform image2D rw_prepared_input_color; +#endif +#if defined FSR2_BIND_UAV_LUMA_HISTORY + layout (set = 1, binding = FSR2_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history; +#endif +#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT + layout (set = 1, binding = FSR2_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output; +#endif +#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE + layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE, r16f) coherent uniform image2D rw_img_mip_shading_change; +#endif +#if defined FSR2_BIND_UAV_EXPOSURE_MIP_5 + layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_5, r16f) coherent uniform image2D rw_img_mip_5; +#endif +#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS + layout (set = 1, binding = FSR2_BIND_UAV_DILATED_REACTIVE_MASKS, rg8) writeonly uniform image2D rw_dilated_reactive_masks; +#endif +#if defined FSR2_BIND_UAV_EXPOSURE + layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE, rg32f) uniform image2D rw_exposure; +#endif +#if defined FSR2_BIND_UAV_AUTO_EXPOSURE + layout(set = 1, binding = FSR2_BIND_UAV_AUTO_EXPOSURE, rg32f) uniform image2D rw_auto_exposure; +#endif +#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC + layout (set = 1, binding = FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic; +#endif + +#if defined FSR2_BIND_UAV_AUTOREACTIVE + layout(set = 1, binding = FSR2_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive; +#endif +#if defined FSR2_BIND_UAV_AUTOCOMPOSITION + layout(set = 1, binding = FSR2_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition; +#endif +#if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR + layout(set = 1, binding = FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha; +#endif +#if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR + layout(set = 1, binding = FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha; +#endif + +#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) +FfxFloat32 LoadMipLuma(FfxInt32x2 iPxPos, FfxInt32 mipLevel) +{ + return texelFetch(r_imgMips, iPxPos, FfxInt32(mipLevel)).r; +} +#endif + +#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) +FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxInt32 mipLevel) +{ + return textureLod(sampler2D(r_imgMips, s_LinearClamp), fUV, FfxFloat32(mipLevel)).r; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_DEPTH) +FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos) +{ + return texelFetch(r_input_depth, iPxPos, 0).r; +} +#endif + +#if defined(FSR2_BIND_SRV_REACTIVE_MASK) +FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos) +{ +// -- GODOT start -- +#if FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP + return min(texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r, 0.9f); +#else + return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r; +#endif +// -- GODOT end -- +} +#endif + +#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) +FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) +{ + return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_COLOR) +FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos) +{ + return texelFetch(r_input_color_jittered, iPxPos, 0).rgb; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_COLOR) +FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0f).rgb; +} +#endif + +#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) +FfxFloat32x3 LoadPreparedInputColor(FfxInt32x2 iPxPos) +{ + return texelFetch(r_prepared_input_color, iPxPos, 0).xyz; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) +FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos) +{ + FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy; + +// -- GODOT start -- +#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS + bool bInvalidMotionVector = all(lessThanEqual(fSrcMotionVector, vec2(-1.0f, -1.0f))); + if (bInvalidMotionVector) + { + FfxFloat32 fSrcDepth = LoadInputDepth(iPxDilatedMotionVectorPos); + FfxFloat32x2 fUv = (iPxDilatedMotionVectorPos + FfxFloat32(0.5)) / RenderSize(); + fSrcMotionVector = FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS_FUNCTION(fUv, fSrcDepth, cbFSR2.mReprojectionMatrix); + } +#endif +// -- GODOT end -- + + FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale(); + +#if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS + fUvMotionVector -= MotionVectorJitterCancellation(); +#endif + + return fUvMotionVector; +} +#endif + +#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) +FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory) +{ + return texelFetch(r_internal_upscaled_color, iPxHistory, 0); +} +#endif + +#if defined(FSR2_BIND_UAV_LUMA_HISTORY) +void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory) +{ + imageStore(rw_luma_history, FfxInt32x2(iPxPos), fLumaHistory); +} +#endif + +#if defined(FSR2_BIND_SRV_LUMA_HISTORY) +FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0f); +} +#endif + +#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) +void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory) +{ + imageStore(rw_internal_upscaled_color, iPxHistory, fHistory); +} +#endif + +#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) +void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight) +{ + imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), fColorAndWeight); +} +#endif + +#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) +void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor) +{ + imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f)); +} +#endif + +#if defined(FSR2_BIND_SRV_LOCK_STATUS) +FfxFloat32x2 LoadLockStatus(FfxInt32x2 iPxPos) +{ + FfxFloat32x2 fLockStatus = texelFetch(r_lock_status, iPxPos, 0).rg; + + return fLockStatus; +} +#endif + +#if defined(FSR2_BIND_UAV_LOCK_STATUS) +void StoreLockStatus(FfxInt32x2 iPxPos, FfxFloat32x2 fLockstatus) +{ + imageStore(rw_lock_status, iPxPos, vec4(fLockstatus, 0.0f, 0.0f)); +} +#endif + +#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) +FfxFloat32 LoadLockInputLuma(FfxInt32x2 iPxPos) +{ + return texelFetch(r_lock_input_luma, iPxPos, 0).r; +} +#endif + +#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) +void StoreLockInputLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma) +{ + imageStore(rw_lock_input_luma, iPxPos, vec4(fLuma, 0, 0, 0)); +} +#endif + +#if defined(FSR2_BIND_SRV_NEW_LOCKS) +FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos) +{ + return texelFetch(r_new_locks, iPxPos, 0).r; +} +#endif + +#if defined(FSR2_BIND_UAV_NEW_LOCKS) +FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos) +{ + return imageLoad(rw_new_locks, iPxPos).r; +} +#endif + +#if defined(FSR2_BIND_UAV_NEW_LOCKS) +void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock) +{ + imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0)); +} +#endif + +#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR) +void StorePreparedInputColor(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped) +{ + imageStore(rw_prepared_input_color, iPxPos, fTonemapped); +} +#endif + +#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) +FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_prepared_input_color, s_LinearClamp), fUV, 0.0f).w; +} +#endif + +#if defined(FSR2_BIND_SRV_LOCK_STATUS) +FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV) +{ + FfxFloat32x2 fLockStatus = textureLod(sampler2D(r_lock_status, s_LinearClamp), fUV, 0.0f).rg; + return fLockStatus; +} +#endif + +#if defined(FSR2_BIND_SRV_DEPTH) +FfxFloat32 LoadSceneDepth(FfxInt32x2 iPxInput) +{ + return texelFetch(r_input_depth, iPxInput, 0).r; +} +#endif + +#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) +FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos) +{ + return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r); +} +#endif + +#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) +void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth) +{ + FfxUInt32 uDepth = floatBitsToUint(fDepth); + + #if FFX_FSR2_OPTION_INVERTED_DEPTH + imageAtomicMax(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); + #else + imageAtomicMin(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); // min for standard, max for inverted depth + #endif +} +#endif + +#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) +void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue) +{ + imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0)); +} +#endif + +#if defined(FSR2_BIND_UAV_DILATED_DEPTH) +void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth) +{ + //FfxUInt32 uDepth = f32tof16(fDepth); + imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f)); +} +#endif + +#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS) +void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector) +{ + imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0f, 0.0f)); +} +#endif + +#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) +FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput) +{ + return texelFetch(r_dilated_motion_vectors, iPxInput, 0).rg; +} +#endif + +#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) +FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).rg; +} +#endif + +#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) +FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxInt32x2 iPxInput) +{ + return texelFetch(r_previous_dilated_motion_vectors, iPxInput, 0).rg; +} + +FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_previous_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).xy; +} +#endif + +#if defined(FSR2_BIND_SRV_DILATED_DEPTH) +FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput) +{ + return texelFetch(r_dilatedDepth, iPxInput, 0).r; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) +FfxFloat32 Exposure() +{ + FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x; + + if (exposure == 0.0f) { + exposure = 1.0f; + } + + return exposure; +} +#endif + +#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) +FfxFloat32 AutoExposure() +{ + FfxFloat32 exposure = texelFetch(r_auto_exposure, FfxInt32x2(0, 0), 0).x; + + if (exposure == 0.0f) { + exposure = 1.0f; + } + + return exposure; +} +#endif + +FfxFloat32 SampleLanczos2Weight(FfxFloat32 x) +{ +#if defined(FSR2_BIND_SRV_LANCZOS_LUT) + return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0f, 0.5f), 0.0f).x; +#else + return 0.f; +#endif +} + +#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) +FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv) +{ + // Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range. + return FfxFloat32(2.0f) * FfxFloat32(textureLod(sampler2D(r_upsample_maximum_bias_lut, s_LinearClamp), abs(uv) * 2.0f, 0.0f).r); +} +#endif + +#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) +FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0f).rg; +} +#endif + +#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) +FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos) +{ + return texelFetch(r_dilated_reactive_masks, iPxPos, 0).rg; +} +#endif + +#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS) +void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks) +{ + imageStore(rw_dilated_reactive_masks, iPxPos, vec4(fDilatedReactiveMasks, 0.0f, 0.0f)); +} +#endif + +#if defined(FFX_INTERNAL) +FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV) +{ + return textureLod(sampler2D(r_debug_out, s_LinearClamp), fUV, 0.0f).rgba; +} +#endif + +#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) +FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) +{ + return texelFetch(r_input_opaque_only, iPxPos, 0).xyz; +} +#endif + +#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) +FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) +{ + return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz; +} +#endif + +#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) +FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) +{ + return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz; +} +#endif + +#if defined(FSR2_BIND_UAV_AUTOREACTIVE) +#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION) +void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive) +{ + imageStore(rw_output_autoreactive, iPxPos, vec4(FfxFloat32(fReactive.x), 0.0f, 0.0f, 0.0f)); + + imageStore(rw_output_autocomposition, iPxPos, vec4(FfxFloat32(fReactive.y), 0.0f, 0.0f, 0.0f)); +} +#endif +#endif + +#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR) +void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) +{ + imageStore(rw_output_prev_color_pre_alpha, iPxPos, vec4(color, 0.0f)); +} +#endif + +#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR) +void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color) +{ + imageStore(rw_output_prev_color_post_alpha, iPxPos, vec4(color, 0.0f)); +} +#endif + +#endif // #if defined(FFX_GPU) |
