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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
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+++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl
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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.
+
+
+
+#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);
+} \ No newline at end of file