66 lines
2.9 KiB
Plaintext
66 lines
2.9 KiB
Plaintext
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_samplerless_texture_functions : require
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#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 0
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#define FSR2_BIND_SRV_INPUT_DEPTH 1
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#define FSR2_BIND_SRV_INPUT_COLOR 2
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#define FSR2_BIND_SRV_INPUT_EXPOSURE 3
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#define FSR2_BIND_SRV_LUMA_HISTORY 4
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#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 5
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#define FSR2_BIND_UAV_DILATED_MOTION_VECTORS 6
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#define FSR2_BIND_UAV_DILATED_DEPTH 7
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#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 8
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#define FSR2_BIND_UAV_LUMA_HISTORY 9
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#define FSR2_BIND_UAV_LUMA_INSTABILITY 10
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#define FSR2_BIND_UAV_LOCK_INPUT_LUMA 11
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#define FSR2_BIND_CB_FSR2 12
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#include "ffx_fsr2_callbacks_glsl.h"
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#include "ffx_fsr2_common.h"
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#include "ffx_fsr2_sample.h"
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#include "ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h"
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#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
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#define FFX_FSR2_THREAD_GROUP_WIDTH 8
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
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#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
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#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
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#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
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#define FFX_FSR2_THREAD_GROUP_DEPTH 1
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
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#ifndef FFX_FSR2_NUM_THREADS
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#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;
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#endif // #ifndef FFX_FSR2_NUM_THREADS
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FFX_FSR2_NUM_THREADS
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void main()
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{
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ReconstructAndDilate(FFX_MIN16_I2(gl_GlobalInvocationID.xy));
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}
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