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Diffstat (limited to 'thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl')
-rw-r--r-- | thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl new file mode 100644 index 0000000000..088e425452 --- /dev/null +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl @@ -0,0 +1,134 @@ +// 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. + + + +#extension GL_GOOGLE_include_directive : require +#extension GL_EXT_samplerless_texture_functions : require + +#define FSR2_BIND_SRV_INPUT_COLOR 0 +#define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 1 +#define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 2 +#define FSR2_BIND_UAV_EXPOSURE_MIP_5 3 +#define FSR2_BIND_UAV_AUTO_EXPOSURE 4 +#define FSR2_BIND_CB_FSR2 5 +#define FSR2_BIND_CB_SPD 6 + +#include "ffx_fsr2_callbacks_glsl.h" +#include "ffx_fsr2_common.h" + +#if defined(FSR2_BIND_CB_SPD) + layout (set = 1, binding = FSR2_BIND_CB_SPD, std140) uniform cbSPD_t + { + uint mips; + uint numWorkGroups; + uvec2 workGroupOffset; + uvec2 renderSize; + } cbSPD; + + uint MipCount() + { + return cbSPD.mips; + } + + uint NumWorkGroups() + { + return cbSPD.numWorkGroups; + } + + uvec2 WorkGroupOffset() + { + return cbSPD.workGroupOffset; + } + + uvec2 SPD_RenderSize() + { + return cbSPD.renderSize; + } +#endif + +vec2 SPD_LoadExposureBuffer() +{ + return imageLoad(rw_auto_exposure, ivec2(0,0)).xy; +} + +void SPD_SetExposureBuffer(vec2 value) +{ + imageStore(rw_auto_exposure, ivec2(0,0), vec4(value, 0.0f, 0.0f)); +} + +vec4 SPD_LoadMipmap5(ivec2 iPxPos) +{ + return vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f); +} + +void SPD_SetMipmap(ivec2 iPxPos, uint slice, float value) +{ + switch (slice) + { + case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL: + imageStore(rw_img_mip_shading_change, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); + break; + case 5: + imageStore(rw_img_mip_5, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); + break; + default: + + // avoid flattened side effect +#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) + imageStore(rw_img_mip_shading_change, iPxPos, vec4(imageLoad(rw_img_mip_shading_change, iPxPos).x, 0.0f, 0.0f, 0.0f)); +#elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) + imageStore(rw_img_mip_5, iPxPos, vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f)); +#endif + break; + } +} + +void SPD_IncreaseAtomicCounter(inout uint spdCounter) +{ + spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0,0), 1); +} + +void SPD_ResetAtomicCounter() +{ + imageStore(rw_spd_global_atomic, ivec2(0,0), uvec4(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 layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in; +#endif // #ifndef FFX_FSR2_NUM_THREADS + +FFX_FSR2_NUM_THREADS +void main() +{ + ComputeAutoExposure(gl_WorkGroupID.xyz, gl_LocalInvocationIndex); +}
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