godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_rcas.h

68 lines
2.3 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.
#define GROUP_SIZE 8
#define FSR_RCAS_DENOISE 1
void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
{
StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor);
}
#define FSR_RCAS_F
FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
{
FfxFloat32x4 fColor = LoadRCAS_Input(p);
fColor.rgb = PrepareRgb(fColor.rgb, Exposure(), PreExposure());
return fColor;
}
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
#include "ffx_fsr1.h"
void CurrFilter(FFX_MIN16_U2 pos)
{
FfxFloat32x3 c;
FsrRcasF(c.r, c.g, c.b, pos, RCASConfig());
c = UnprepareRgb(c, Exposure());
WriteUpscaledOutput(pos, c);
}
void RCAS(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.y += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x -= 8u;
CurrFilter(FFX_MIN16_U2(gxy));
}