godot/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl

174 lines
5.4 KiB
GLSL

/*************************************************************************/
/* fsr_upscale.glsl */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#[compute]
#version 450
#VERSION_DEFINES
#define A_GPU
#define A_GLSL
#ifdef MODE_FSR_UPSCALE_NORMAL
#define A_HALF
#endif
#include "thirdparty/amd-fsr/ffx_a.h"
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image;
layout(set = 0, binding = 0) uniform sampler2D source_image;
#define FSR_UPSCALE_PASS_TYPE_EASU 0
#define FSR_UPSCALE_PASS_TYPE_RCAS 1
layout(push_constant, binding = 1, std430) uniform Params {
float resolution_width;
float resolution_height;
float upscaled_width;
float upscaled_height;
float sharpness;
int pass;
}
params;
AU4 Const0, Const1, Const2, Const3;
#ifdef MODE_FSR_UPSCALE_FALLBACK
#define FSR_EASU_F
AF4 FsrEasuRF(AF2 p) {
AF4 res = textureGather(source_image, p, 0);
return res;
}
AF4 FsrEasuGF(AF2 p) {
AF4 res = textureGather(source_image, p, 1);
return res;
}
AF4 FsrEasuBF(AF2 p) {
AF4 res = textureGather(source_image, p, 2);
return res;
}
#define FSR_RCAS_F
AF4 FsrRcasLoadF(ASU2 p) {
return AF4(texelFetch(source_image, ASU2(p), 0));
}
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#else
#define FSR_EASU_H
AH4 FsrEasuRH(AF2 p) {
AH4 res = AH4(textureGather(source_image, p, 0));
return res;
}
AH4 FsrEasuGH(AF2 p) {
AH4 res = AH4(textureGather(source_image, p, 1));
return res;
}
AH4 FsrEasuBH(AF2 p) {
AH4 res = AH4(textureGather(source_image, p, 2));
return res;
}
#define FSR_RCAS_H
AH4 FsrRcasLoadH(ASW2 p) {
return AH4(texelFetch(source_image, ASU2(p), 0));
}
void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {}
#endif
#include "thirdparty/amd-fsr/ffx_fsr1.h"
void fsr_easu_pass(AU2 pos) {
#ifdef MODE_FSR_UPSCALE_NORMAL
AH3 Gamma2Color = AH3(0, 0, 0);
FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3);
imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
#else
AF3 Gamma2Color = AF3(0, 0, 0);
FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3);
imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
#endif
}
void fsr_rcas_pass(AU2 pos) {
#ifdef MODE_FSR_UPSCALE_NORMAL
AH3 Gamma2Color = AH3(0, 0, 0);
FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
#else
AF3 Gamma2Color = AF3(0, 0, 0);
FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
#endif
}
void fsr_pass(AU2 pos) {
if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
fsr_easu_pass(pos);
} else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
fsr_rcas_pass(pos);
}
}
void main() {
// Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader
if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height);
} else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
FsrRcasCon(Const0, params.sharpness);
}
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
fsr_pass(gxy);
gxy.x += 8u;
fsr_pass(gxy);
gxy.y += 8u;
fsr_pass(gxy);
gxy.x -= 8u;
fsr_pass(gxy);
}