godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h

705 lines
22 KiB
C++

// 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.
#include "ffx_fsr2_resources.h"
#if defined(FFX_GPU)
#include "ffx_core.h"
#endif // #if defined(FFX_GPU)
#if defined(FFX_GPU)
#ifndef FFX_FSR2_PREFER_WAVE64
#define FFX_FSR2_PREFER_WAVE64
#endif // #if defined(FFX_GPU)
#if defined(FSR2_BIND_CB_FSR2)
layout (set = 1, binding = FSR2_BIND_CB_FSR2, std140) uniform cbFSR2_t
{
FfxInt32x2 iRenderSize;
FfxInt32x2 iMaxRenderSize;
FfxInt32x2 iDisplaySize;
FfxInt32x2 iInputColorResourceDimensions;
FfxInt32x2 iLumaMipDimensions;
FfxInt32 iLumaMipLevelToUse;
FfxInt32 iFrameIndex;
FfxFloat32x4 fDeviceToViewDepth;
FfxFloat32x2 fJitter;
FfxFloat32x2 fMotionVectorScale;
FfxFloat32x2 fDownscaleFactor;
FfxFloat32x2 fMotionVectorJitterCancellation;
FfxFloat32 fPreExposure;
FfxFloat32 fPreviousFramePreExposure;
FfxFloat32 fTanHalfFOV;
FfxFloat32 fJitterSequenceLength;
FfxFloat32 fDeltaTime;
FfxFloat32 fDynamicResChangeFactor;
FfxFloat32 fViewSpaceToMetersFactor;
// -- GODOT start --
FfxFloat32 fPad;
mat4 mReprojectionMatrix;
// -- GODOT end --
} cbFSR2;
#endif
FfxInt32x2 RenderSize()
{
return cbFSR2.iRenderSize;
}
FfxInt32x2 MaxRenderSize()
{
return cbFSR2.iMaxRenderSize;
}
FfxInt32x2 DisplaySize()
{
return cbFSR2.iDisplaySize;
}
FfxInt32x2 InputColorResourceDimensions()
{
return cbFSR2.iInputColorResourceDimensions;
}
FfxInt32x2 LumaMipDimensions()
{
return cbFSR2.iLumaMipDimensions;
}
FfxInt32 LumaMipLevelToUse()
{
return cbFSR2.iLumaMipLevelToUse;
}
FfxInt32 FrameIndex()
{
return cbFSR2.iFrameIndex;
}
FfxFloat32x4 DeviceToViewSpaceTransformFactors()
{
return cbFSR2.fDeviceToViewDepth;
}
FfxFloat32x2 Jitter()
{
return cbFSR2.fJitter;
}
FfxFloat32x2 MotionVectorScale()
{
return cbFSR2.fMotionVectorScale;
}
FfxFloat32x2 DownscaleFactor()
{
return cbFSR2.fDownscaleFactor;
}
FfxFloat32x2 MotionVectorJitterCancellation()
{
return cbFSR2.fMotionVectorJitterCancellation;
}
FfxFloat32 PreExposure()
{
return cbFSR2.fPreExposure;
}
FfxFloat32 PreviousFramePreExposure()
{
return cbFSR2.fPreviousFramePreExposure;
}
FfxFloat32 TanHalfFoV()
{
return cbFSR2.fTanHalfFOV;
}
FfxFloat32 JitterSequenceLength()
{
return cbFSR2.fJitterSequenceLength;
}
FfxFloat32 DeltaTime()
{
return cbFSR2.fDeltaTime;
}
FfxFloat32 DynamicResChangeFactor()
{
return cbFSR2.fDynamicResChangeFactor;
}
FfxFloat32 ViewSpaceToMetersFactor()
{
return cbFSR2.fViewSpaceToMetersFactor;
}
layout (set = 0, binding = 0) uniform sampler s_PointClamp;
layout (set = 0, binding = 1) uniform sampler s_LinearClamp;
// SRVs
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only;
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered;
#endif
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors;
#endif
#if defined(FSR2_BIND_SRV_INPUT_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth;
#endif
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure;
#endif
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE)
layout(set = 1, binding = FSR2_BIND_SRV_AUTO_EXPOSURE) uniform texture2D r_auto_exposure;
#endif
#if defined(FSR2_BIND_SRV_REACTIVE_MASK)
layout (set = 1, binding = FSR2_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask;
#endif
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
layout (set = 1, binding = FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask;
#endif
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth;
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors;
#endif
#if defined (FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS)
layout(set = 1, binding = FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) uniform texture2D r_previous_dilated_motion_vectors;
#endif
#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilatedDepth;
#endif
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED)
layout (set = 1, binding = FSR2_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color;
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_STATUS) uniform texture2D r_lock_status;
#endif
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA)
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_INPUT_LUMA) uniform texture2D r_lock_input_luma;
#endif
#if defined(FSR2_BIND_SRV_NEW_LOCKS)
layout(set = 1, binding = FSR2_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks;
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
layout (set = 1, binding = FSR2_BIND_SRV_PREPARED_INPUT_COLOR) uniform texture2D r_prepared_input_color;
#endif
#if defined(FSR2_BIND_SRV_LUMA_HISTORY)
layout (set = 1, binding = FSR2_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history;
#endif
#if defined(FSR2_BIND_SRV_RCAS_INPUT)
layout (set = 1, binding = FSR2_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input;
#endif
#if defined(FSR2_BIND_SRV_LANCZOS_LUT)
layout (set = 1, binding = FSR2_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut;
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
layout (set = 1, binding = FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) uniform texture2D r_imgMips;
#endif
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT)
layout (set = 1, binding = FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) uniform texture2D r_upsample_maximum_bias_lut;
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks;
#endif
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR)
layout(set = 1, binding = FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha;
#endif
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR)
layout(set = 1, binding = FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha;
#endif
// UAV
#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
layout (set = 1, binding = FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth;
#endif
#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors;
#endif
#if defined FSR2_BIND_UAV_DILATED_DEPTH
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilatedDepth;
#endif
#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED
layout (set = 1, binding = FSR2_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color;
#endif
#if defined FSR2_BIND_UAV_LOCK_STATUS
layout (set = 1, binding = FSR2_BIND_UAV_LOCK_STATUS, rg16f) uniform image2D rw_lock_status;
#endif
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA)
layout(set = 1, binding = FSR2_BIND_UAV_LOCK_INPUT_LUMA, r16f) writeonly uniform image2D rw_lock_input_luma;
#endif
#if defined FSR2_BIND_UAV_NEW_LOCKS
layout(set = 1, binding = FSR2_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks;
#endif
#if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR
layout (set = 1, binding = FSR2_BIND_UAV_PREPARED_INPUT_COLOR, rgba16) writeonly uniform image2D rw_prepared_input_color;
#endif
#if defined FSR2_BIND_UAV_LUMA_HISTORY
layout (set = 1, binding = FSR2_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history;
#endif
#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT
layout (set = 1, binding = FSR2_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE, r16f) coherent uniform image2D rw_img_mip_shading_change;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_5
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_5, r16f) coherent uniform image2D rw_img_mip_5;
#endif
#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_REACTIVE_MASKS, rg8) writeonly uniform image2D rw_dilated_reactive_masks;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE, rg32f) uniform image2D rw_exposure;
#endif
#if defined FSR2_BIND_UAV_AUTO_EXPOSURE
layout(set = 1, binding = FSR2_BIND_UAV_AUTO_EXPOSURE, rg32f) uniform image2D rw_auto_exposure;
#endif
#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC
layout (set = 1, binding = FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic;
#endif
#if defined FSR2_BIND_UAV_AUTOREACTIVE
layout(set = 1, binding = FSR2_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive;
#endif
#if defined FSR2_BIND_UAV_AUTOCOMPOSITION
layout(set = 1, binding = FSR2_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition;
#endif
#if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR
layout(set = 1, binding = FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha;
#endif
#if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR
layout(set = 1, binding = FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha;
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
FfxFloat32 LoadMipLuma(FfxInt32x2 iPxPos, FfxInt32 mipLevel)
{
return texelFetch(r_imgMips, iPxPos, FfxInt32(mipLevel)).r;
}
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxInt32 mipLevel)
{
return textureLod(sampler2D(r_imgMips, s_LinearClamp), fUV, FfxFloat32(mipLevel)).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_DEPTH)
FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_depth, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_REACTIVE_MASK)
FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos)
{
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP
return min(texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r, 0.9f);
#else
return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r;
#endif
// -- GODOT end --
}
#endif
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_color_jittered, iPxPos, 0).rgb;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0f).rgb;
}
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
FfxFloat32x3 LoadPreparedInputColor(FfxInt32x2 iPxPos)
{
return texelFetch(r_prepared_input_color, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS)
FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos)
{
FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy;
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
bool bInvalidMotionVector = all(lessThanEqual(fSrcMotionVector, vec2(-1.0f, -1.0f)));
if (bInvalidMotionVector)
{
FfxFloat32 fSrcDepth = LoadInputDepth(iPxDilatedMotionVectorPos);
FfxFloat32x2 fUv = (iPxDilatedMotionVectorPos + FfxFloat32(0.5)) / RenderSize();
fSrcMotionVector = FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS_FUNCTION(fUv, fSrcDepth, cbFSR2.mReprojectionMatrix);
}
#endif
// -- GODOT end --
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
#if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS
fUvMotionVector -= MotionVectorJitterCancellation();
#endif
return fUvMotionVector;
}
#endif
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED)
FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory)
{
return texelFetch(r_internal_upscaled_color, iPxHistory, 0);
}
#endif
#if defined(FSR2_BIND_UAV_LUMA_HISTORY)
void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
{
imageStore(rw_luma_history, FfxInt32x2(iPxPos), fLumaHistory);
}
#endif
#if defined(FSR2_BIND_SRV_LUMA_HISTORY)
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0f);
}
#endif
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED)
void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory)
{
imageStore(rw_internal_upscaled_color, iPxHistory, fHistory);
}
#endif
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED)
void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
{
imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), fColorAndWeight);
}
#endif
#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT)
void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
{
imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
FfxFloat32x2 LoadLockStatus(FfxInt32x2 iPxPos)
{
FfxFloat32x2 fLockStatus = texelFetch(r_lock_status, iPxPos, 0).rg;
return fLockStatus;
}
#endif
#if defined(FSR2_BIND_UAV_LOCK_STATUS)
void StoreLockStatus(FfxInt32x2 iPxPos, FfxFloat32x2 fLockstatus)
{
imageStore(rw_lock_status, iPxPos, vec4(fLockstatus, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA)
FfxFloat32 LoadLockInputLuma(FfxInt32x2 iPxPos)
{
return texelFetch(r_lock_input_luma, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA)
void StoreLockInputLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma)
{
imageStore(rw_lock_input_luma, iPxPos, vec4(fLuma, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_SRV_NEW_LOCKS)
FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos)
{
return texelFetch(r_new_locks, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_UAV_NEW_LOCKS)
FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos)
{
return imageLoad(rw_new_locks, iPxPos).r;
}
#endif
#if defined(FSR2_BIND_UAV_NEW_LOCKS)
void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock)
{
imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR)
void StorePreparedInputColor(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped)
{
imageStore(rw_prepared_input_color, iPxPos, fTonemapped);
}
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_prepared_input_color, s_LinearClamp), fUV, 0.0f).w;
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV)
{
FfxFloat32x2 fLockStatus = textureLod(sampler2D(r_lock_status, s_LinearClamp), fUV, 0.0f).rg;
return fLockStatus;
}
#endif
#if defined(FSR2_BIND_SRV_DEPTH)
FfxFloat32 LoadSceneDepth(FfxInt32x2 iPxInput)
{
return texelFetch(r_input_depth, iPxInput, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos)
{
return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r);
}
#endif
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth)
{
FfxUInt32 uDepth = floatBitsToUint(fDepth);
#if FFX_FSR2_OPTION_INVERTED_DEPTH
imageAtomicMax(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth);
#else
imageAtomicMin(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); // min for standard, max for inverted depth
#endif
}
#endif
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue)
{
imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_DEPTH)
void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
{
//FfxUInt32 uDepth = f32tof16(fDepth);
imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS)
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
{
imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilated_motion_vectors, iPxInput, 0).rg;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).rg;
}
#endif
#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS)
FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxInt32x2 iPxInput)
{
return texelFetch(r_previous_dilated_motion_vectors, iPxInput, 0).rg;
}
FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_previous_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).xy;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilatedDepth, iPxInput, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE)
FfxFloat32 Exposure()
{
FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x;
if (exposure == 0.0f) {
exposure = 1.0f;
}
return exposure;
}
#endif
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE)
FfxFloat32 AutoExposure()
{
FfxFloat32 exposure = texelFetch(r_auto_exposure, FfxInt32x2(0, 0), 0).x;
if (exposure == 0.0f) {
exposure = 1.0f;
}
return exposure;
}
#endif
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x)
{
#if defined(FSR2_BIND_SRV_LANCZOS_LUT)
return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0f, 0.5f), 0.0f).x;
#else
return 0.f;
#endif
}
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT)
FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv)
{
// Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range.
return FfxFloat32(2.0f) * FfxFloat32(textureLod(sampler2D(r_upsample_maximum_bias_lut, s_LinearClamp), abs(uv) * 2.0f, 0.0f).r);
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0f).rg;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos)
{
return texelFetch(r_dilated_reactive_masks, iPxPos, 0).rg;
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS)
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks)
{
imageStore(rw_dilated_reactive_masks, iPxPos, vec4(fDilatedReactiveMasks, 0.0f, 0.0f));
}
#endif
#if defined(FFX_INTERNAL)
FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_debug_out, s_LinearClamp), fUV, 0.0f).rgba;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY)
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_opaque_only, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR)
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR)
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_UAV_AUTOREACTIVE)
#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION)
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
{
imageStore(rw_output_autoreactive, iPxPos, vec4(FfxFloat32(fReactive.x), 0.0f, 0.0f, 0.0f));
imageStore(rw_output_autocomposition, iPxPos, vec4(FfxFloat32(fReactive.y), 0.0f, 0.0f, 0.0f));
}
#endif
#endif
#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR)
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_pre_alpha, iPxPos, vec4(color, 0.0f));
}
#endif
#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR)
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_post_alpha, iPxPos, vec4(color, 0.0f));
}
#endif
#endif // #if defined(FFX_GPU)