174 lines
5.4 KiB
GLSL
174 lines
5.4 KiB
GLSL
/*************************************************************************/
|
|
/* fsr_upscale.glsl */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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);
|
|
}
|