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

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));
}