92 lines
4.0 KiB
GLSL
92 lines
4.0 KiB
GLSL
// 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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// Needed for rw_upscaled_output declaration
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#extension GL_EXT_shader_image_load_formatted : require
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#define FSR2_BIND_SRV_INPUT_EXPOSURE 0
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#define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1
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#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
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#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2
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#else
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#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2
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#endif
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#define FSR2_BIND_SRV_INTERNAL_UPSCALED 3
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#define FSR2_BIND_SRV_LOCK_STATUS 4
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#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6
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#define FSR2_BIND_SRV_LUMA_INSTABILITY 7
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#define FSR2_BIND_SRV_LANCZOS_LUT 8
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#define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 9
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#define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 10
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#define FSR2_BIND_SRV_AUTO_EXPOSURE 11
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#define FSR2_BIND_SRV_LUMA_HISTORY 12
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#define FSR2_BIND_UAV_INTERNAL_UPSCALED 13
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#define FSR2_BIND_UAV_LOCK_STATUS 14
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#define FSR2_BIND_UAV_UPSCALED_OUTPUT 15
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#define FSR2_BIND_UAV_NEW_LOCKS 16
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#define FSR2_BIND_UAV_LUMA_HISTORY 17
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#define FSR2_BIND_CB_FSR2 18
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// -- GODOT start --
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#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
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#define FSR2_BIND_SRV_INPUT_DEPTH 5
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#endif
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// -- GODOT end --
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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_upsample.h"
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#include "ffx_fsr2_postprocess_lock_status.h"
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#include "ffx_fsr2_reproject.h"
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#include "ffx_fsr2_accumulate.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 // 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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uvec2 uGroupId = gl_WorkGroupID.xy;
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const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT;
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uGroupId.y = GroupRows - uGroupId.y - 1;
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uvec2 uDispatchThreadId = uGroupId * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy;
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Accumulate(ivec2(uDispatchThreadId));
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} |