godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_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

123 lines
5.0 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_OPAQUE_ONLY 0
#define FSR2_BIND_SRV_INPUT_COLOR 1
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2
#define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
#define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4
#define FSR2_BIND_SRV_REACTIVE_MASK 5
#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 6
#define FSR2_BIND_UAV_AUTOREACTIVE 7
#define FSR2_BIND_UAV_AUTOCOMPOSITION 8
#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 9
#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 10
#define FSR2_BIND_CB_FSR2 11
#define FSR2_BIND_CB_REACTIVE 12
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
#define FSR2_BIND_SRV_INPUT_DEPTH 13
#endif
// -- GODOT end --
#include "ffx_fsr2_callbacks_glsl.h"
#include "ffx_fsr2_common.h"
#ifdef FSR2_BIND_CB_REACTIVE
layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t
{
float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
float fTcScale;
float fReactiveScale;
float fReactiveMax;
} cbGenerateReactive;
float getTcThreshold()
{
return cbGenerateReactive.fTcThreshold;
}
#else
float getTcThreshold()
{
return 0.05f;
}
#endif
#include "ffx_fsr2_tcr_autogen.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
#endif // 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()
{
FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(gl_GlobalInvocationID.xy);
// ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV
// fetch pre- and post-alpha color values
FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() );
FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) );
FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f);
FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) );
FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) );
FFX_MIN16_F2 outReactiveMask = FFX_MIN16_F2( 0.f, 0.f );
outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx);
if (outReactiveMask.y > 0.5f)
{
outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx);
outReactiveMask.x *= FFX_MIN16_F(cbGenerateReactive.fReactiveScale);
outReactiveMask.x = outReactiveMask.x < cbGenerateReactive.fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( cbGenerateReactive.fReactiveMax );
}
outReactiveMask.y *= FFX_MIN16_F(cbGenerateReactive.fTcScale);
outReactiveMask.x = ffxMax(outReactiveMask.x, FFX_MIN16_F(LoadReactiveMask(uDispatchThreadId)));
outReactiveMask.y = ffxMax(outReactiveMask.y, FFX_MIN16_F(LoadTransparencyAndCompositionMask(uDispatchThreadId)));
StoreAutoReactive(uDispatchThreadId, outReactiveMask);
StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha);
StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha);
}