godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

134 lines
4.1 KiB
GLSL

// 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);
}