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+// 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)
+#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) || defined(FFX_INTERNAL)
+ cbuffer cbFSR2 : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_FSR2)
+ {
+ 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;
+ };
+
+#define FFX_FSR2_CONSTANT_BUFFER_1_SIZE (sizeof(cbFSR2) / 4) // Number of 32-bit values. This must be kept in sync with the cbFSR2 size.
+#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)
+
+/* Define getter functions in the order they are defined in the CB! */
+FfxInt32x2 RenderSize()
+{
+ return iRenderSize;
+}
+
+FfxInt32x2 MaxRenderSize()
+{
+ return iMaxRenderSize;
+}
+
+FfxInt32x2 DisplaySize()
+{
+ return iDisplaySize;
+}
+
+FfxInt32x2 InputColorResourceDimensions()
+{
+ return iInputColorResourceDimensions;
+}
+
+FfxInt32x2 LumaMipDimensions()
+{
+ return iLumaMipDimensions;
+}
+
+FfxInt32 LumaMipLevelToUse()
+{
+ return iLumaMipLevelToUse;
+}
+
+FfxInt32 FrameIndex()
+{
+ return iFrameIndex;
+}
+
+FfxFloat32x2 Jitter()
+{
+ return fJitter;
+}
+
+FfxFloat32x4 DeviceToViewSpaceTransformFactors()
+{
+ return fDeviceToViewDepth;
+}
+
+FfxFloat32x2 MotionVectorScale()
+{
+ return fMotionVectorScale;
+}
+
+FfxFloat32x2 DownscaleFactor()
+{
+ return fDownscaleFactor;
+}
+
+FfxFloat32x2 MotionVectorJitterCancellation()
+{
+ return fMotionVectorJitterCancellation;
+}
+
+FfxFloat32 PreExposure()
+{
+ return fPreExposure;
+}
+
+FfxFloat32 PreviousFramePreExposure()
+{
+ return fPreviousFramePreExposure;
+}
+
+FfxFloat32 TanHalfFoV()
+{
+ return fTanHalfFOV;
+}
+
+FfxFloat32 JitterSequenceLength()
+{
+ return fJitterSequenceLength;
+}
+
+FfxFloat32 DeltaTime()
+{
+ return fDeltaTime;
+}
+
+FfxFloat32 DynamicResChangeFactor()
+{
+ return fDynamicResChangeFactor;
+}
+
+FfxFloat32 ViewSpaceToMetersFactor()
+{
+ return fViewSpaceToMetersFactor;
+}
+
+
+SamplerState s_PointClamp : register(s0);
+SamplerState s_LinearClamp : register(s1);
+
+// SRVs
+#if defined(FFX_INTERNAL)
+ Texture2D<FfxFloat32x4> r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY);
+ Texture2D<FfxFloat32x4> r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR);
+ Texture2D<FfxFloat32x4> r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS);
+ Texture2D<FfxFloat32> r_input_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH);
+ Texture2D<FfxFloat32x2> r_input_exposure : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE);
+ Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_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<FfxFloat32x2> r_previous_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREVIOUS_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<unorm FfxFloat32x2> r_lock_status : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS);
+ Texture2D<FfxFloat32> r_lock_input_luma : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA);
+ Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS);
+ Texture2D<FfxFloat32x4> r_prepared_input_color : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR);
+ Texture2D<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_SCENE_LUMINANCE);
+ Texture2D<FfxFloat32> r_upsample_maximum_bias_lut : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT);
+ Texture2D<unorm FfxFloat32x2> r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS);
+ Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
+ Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
+
+ Texture2D<FfxFloat32x4> r_debug_out : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT);
+
+ // 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<unorm FfxFloat32x2> rw_lock_status : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS);
+ RWTexture2D<FfxFloat32> rw_lock_input_luma : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA);
+ RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS);
+ RWTexture2D<FfxFloat32x4> rw_prepared_input_color : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR);
+ RWTexture2D<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_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE);
+ globallycoherent RWTexture2D<FfxFloat32> rw_img_mip_5 : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_5);
+ RWTexture2D<unorm FfxFloat32x2> rw_dilated_reactive_masks : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS);
+ RWTexture2D<FfxFloat32x2> rw_auto_exposure : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_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);
+
+ RWTexture2D<float> rw_output_autoreactive : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTOREACTIVE);
+ RWTexture2D<float> rw_output_autocomposition : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_AUTOCOMPOSITION);
+ RWTexture2D<float3> rw_output_prev_color_pre_alpha : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
+ RWTexture2D<float3> rw_output_prev_color_post_alpha : FFX_FSR2_DECLARE_UAV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
+
+#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_INPUT_OPAQUE_ONLY
+ Texture2D<FfxFloat32x4> r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY);
+ #endif
+ #if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS
+ Texture2D<FfxFloat32x4> r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS);
+ #endif
+ #if defined FSR2_BIND_SRV_INPUT_DEPTH
+ Texture2D<FfxFloat32> r_input_depth : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH);
+ #endif
+ #if defined FSR2_BIND_SRV_INPUT_EXPOSURE
+ Texture2D<FfxFloat32x2> r_input_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_EXPOSURE);
+ #endif
+ #if defined FSR2_BIND_SRV_AUTO_EXPOSURE
+ Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_AUTO_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_PREVIOUS_DILATED_MOTION_VECTORS
+ Texture2D<FfxFloat32x2> r_previous_dilated_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREVIOUS_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<unorm FfxFloat32x2> r_lock_status : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS);
+ #endif
+ #if defined FSR2_BIND_SRV_LOCK_INPUT_LUMA
+ Texture2D<FfxFloat32> r_lock_input_luma : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_INPUT_LUMA);
+ #endif
+ #if defined FSR2_BIND_SRV_NEW_LOCKS
+ Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_NEW_LOCKS);
+ #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_SCENE_LUMINANCE_MIPS
+ Texture2D<FfxFloat32> r_imgMips : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_SCENE_LUMINANCE_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<unorm FfxFloat32x2> r_dilated_reactive_masks : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS);
+ #endif
+
+ #if defined FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR
+ Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
+ #endif
+ #if defined FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR
+ Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
+ #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<unorm FfxFloat32x2> rw_lock_status : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS);
+ #endif
+ #if defined FSR2_BIND_UAV_LOCK_INPUT_LUMA
+ RWTexture2D<FfxFloat32> rw_lock_input_luma : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_INPUT_LUMA);
+ #endif
+ #if defined FSR2_BIND_UAV_NEW_LOCKS
+ RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_NEW_LOCKS);
+ #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<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_AUTO_EXPOSURE
+ RWTexture2D<FfxFloat32x2> rw_auto_exposure : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTO_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
+
+ #if defined FSR2_BIND_UAV_AUTOREACTIVE
+ RWTexture2D<float> rw_output_autoreactive : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOREACTIVE);
+ #endif
+ #if defined FSR2_BIND_UAV_AUTOCOMPOSITION
+ RWTexture2D<float> rw_output_autocomposition : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOCOMPOSITION);
+ #endif
+ #if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR
+ RWTexture2D<float3> rw_output_prev_color_pre_alpha : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR);
+ #endif
+ #if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR
+ RWTexture2D<float3> rw_output_prev_color_post_alpha : FFX_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR);
+ #endif
+#endif // #if defined(FFX_INTERNAL)
+
+#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) || defined(FFX_INTERNAL)
+FfxFloat32 LoadMipLuma(FfxUInt32x2 iPxPos, FfxUInt32 mipLevel)
+{
+ return r_imgMips.mips[mipLevel][iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) || defined(FFX_INTERNAL)
+FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxUInt32 mipLevel)
+{
+ return r_imgMips.SampleLevel(s_LinearClamp, fUV, mipLevel);
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_DEPTH) || defined(FFX_INTERNAL)
+FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos)
+{
+ return r_input_depth[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_DEPTH) || defined(FFX_INTERNAL)
+FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
+{
+ return r_input_depth.SampleLevel(s_LinearClamp, fUV, 0).x;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_REACTIVE_MASK) || defined(FFX_INTERNAL)
+FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
+{
+ return r_reactive_mask[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) || defined(FFX_INTERNAL)
+FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
+{
+ return r_transparency_and_composition_mask[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos)
+{
+ return r_input_color_jittered[iPxPos].rgb;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
+{
+ return r_input_color_jittered.SampleLevel(s_LinearClamp, fUV, 0).rgb;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32x3 LoadPreparedInputColor(FfxUInt32x2 iPxPos)
+{
+ return r_prepared_input_color[iPxPos].xyz;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) || defined(FFX_INTERNAL)
+FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos)
+{
+ FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[iPxDilatedMotionVectorPos].xy;
+
+ FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
+
+#if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS
+ fUvMotionVector -= MotionVectorJitterCancellation();
+#endif
+
+ return fUvMotionVector;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL)
+FfxFloat32x4 LoadHistory(FfxUInt32x2 iPxHistory)
+{
+ return r_internal_upscaled_color[iPxHistory];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_LUMA_HISTORY) || defined(FFX_INTERNAL)
+void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
+{
+ rw_luma_history[iPxPos] = fLumaHistory;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL)
+FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
+{
+ return r_luma_history.SampleLevel(s_LinearClamp, fUV, 0);
+}
+#endif
+
+#if defined(FFX_INTERNAL)
+FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV)
+{
+ return r_debug_out.SampleLevel(s_LinearClamp, fUV, 0).w;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL)
+void StoreReprojectedHistory(FfxUInt32x2 iPxHistory, FfxFloat32x4 fHistory)
+{
+ rw_internal_upscaled_color[iPxHistory] = fHistory;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED) || defined(FFX_INTERNAL)
+void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
+{
+ rw_internal_upscaled_color[iPxPos] = fColorAndWeight;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) || defined(FFX_INTERNAL)
+void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
+{
+ rw_upscaled_output[iPxPos] = FfxFloat32x4(fColor, 1.f);
+}
+#endif
+
+//LOCK_LIFETIME_REMAINING == 0
+//Should make LockInitialLifetime() return a const 1.0f later
+#if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL)
+FfxFloat32x2 LoadLockStatus(FfxUInt32x2 iPxPos)
+{
+ return r_lock_status[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_LOCK_STATUS) || defined(FFX_INTERNAL)
+void StoreLockStatus(FfxUInt32x2 iPxPos, FfxFloat32x2 fLockStatus)
+{
+ rw_lock_status[iPxPos] = fLockStatus;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA) || defined(FFX_INTERNAL)
+FfxFloat32 LoadLockInputLuma(FfxUInt32x2 iPxPos)
+{
+ return r_lock_input_luma[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA) || defined(FFX_INTERNAL)
+void StoreLockInputLuma(FfxUInt32x2 iPxPos, FfxFloat32 fLuma)
+{
+ rw_lock_input_luma[iPxPos] = fLuma;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_NEW_LOCKS) || defined(FFX_INTERNAL)
+FfxFloat32 LoadNewLocks(FfxUInt32x2 iPxPos)
+{
+ return r_new_locks[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_NEW_LOCKS) || defined(FFX_INTERNAL)
+FfxFloat32 LoadRwNewLocks(FfxUInt32x2 iPxPos)
+{
+ return rw_new_locks[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_NEW_LOCKS) || defined(FFX_INTERNAL)
+void StoreNewLocks(FfxUInt32x2 iPxPos, FfxFloat32 newLock)
+{
+ rw_new_locks[iPxPos] = newLock;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL)
+void StorePreparedInputColor(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped)
+{
+ rw_prepared_input_color[iPxPos] = fTonemapped;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV)
+{
+ return r_prepared_input_color.SampleLevel(s_LinearClamp, fUV, 0).w;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_LOCK_STATUS) || defined(FFX_INTERNAL)
+FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV)
+{
+ FfxFloat32x2 fLockStatus = r_lock_status.SampleLevel(s_LinearClamp, fUV, 0);
+ return fLockStatus;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL)
+FfxFloat32 LoadReconstructedPrevDepth(FfxUInt32x2 iPxPos)
+{
+ return asfloat(r_reconstructed_previous_nearest_depth[iPxPos]);
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL)
+void StoreReconstructedDepth(FfxUInt32x2 iPxSample, FfxFloat32 fDepth)
+{
+ FfxUInt32 uDepth = asuint(fDepth);
+
+ #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
+
+#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH) || defined(FFX_INTERNAL)
+void SetReconstructedDepth(FfxUInt32x2 iPxSample, const FfxUInt32 uValue)
+{
+ rw_reconstructed_previous_nearest_depth[iPxSample] = uValue;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_DILATED_DEPTH) || defined(FFX_INTERNAL)
+void StoreDilatedDepth(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
+{
+ rw_dilatedDepth[iPxPos] = fDepth;
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL)
+void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
+{
+ rw_dilated_motion_vectors[iPxPos] = fMotionVector;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL)
+FfxFloat32x2 LoadDilatedMotionVector(FfxUInt32x2 iPxInput)
+{
+ return r_dilated_motion_vectors[iPxInput].xy;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) || defined(FFX_INTERNAL)
+FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxUInt32x2 iPxInput)
+{
+ return r_previous_dilated_motion_vectors[iPxInput].xy;
+}
+
+FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 uv)
+{
+ return r_previous_dilated_motion_vectors.SampleLevel(s_LinearClamp, uv, 0).xy;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_DILATED_DEPTH) || defined(FFX_INTERNAL)
+FfxFloat32 LoadDilatedDepth(FfxUInt32x2 iPxInput)
+{
+ return r_dilatedDepth[iPxInput];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE) || defined(FFX_INTERNAL)
+FfxFloat32 Exposure()
+{
+ FfxFloat32 exposure = r_input_exposure[FfxUInt32x2(0, 0)].x;
+
+ if (exposure == 0.0f) {
+ exposure = 1.0f;
+ }
+
+ return exposure;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE) || defined(FFX_INTERNAL)
+FfxFloat32 AutoExposure()
+{
+ FfxFloat32 exposure = r_auto_exposure[FfxUInt32x2(0, 0)].x;
+
+ if (exposure == 0.0f) {
+ exposure = 1.0f;
+ }
+
+ return exposure;
+}
+#endif
+
+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
+}
+
+#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) || defined(FFX_INTERNAL)
+FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv)
+{
+ // 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);
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL)
+FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
+{
+ return r_dilated_reactive_masks.SampleLevel(s_LinearClamp, fUV, 0);
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL)
+FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos)
+{
+ return r_dilated_reactive_masks[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS) || defined(FFX_INTERNAL)
+void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks)
+{
+ rw_dilated_reactive_masks[iPxPos] = fDilatedReactiveMasks;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) || defined(FFX_INTERNAL)
+FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
+{
+ return r_input_opaque_only[iPxPos].xyz;
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
+{
+ return r_input_prev_color_pre_alpha[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) || defined(FFX_INTERNAL)
+FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
+{
+ return r_input_prev_color_post_alpha[iPxPos];
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_AUTOREACTIVE) || defined(FFX_INTERNAL)
+#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION) || defined(FFX_INTERNAL)
+void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
+{
+ rw_output_autoreactive[iPxPos] = fReactive.x;
+
+ rw_output_autocomposition[iPxPos] = fReactive.y;
+}
+#endif
+#endif
+
+#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR) || defined(FFX_INTERNAL)
+void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
+{
+ rw_output_prev_color_pre_alpha[iPxPos] = color;
+
+}
+#endif
+
+#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR) || defined(FFX_INTERNAL)
+void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
+{
+ rw_output_prev_color_post_alpha[iPxPos] = color;
+}
+#endif
+
+#endif // #if defined(FFX_GPU)