TexConv/CMP_Core/shaders/fsr_pass.hlsl

120 lines
4.0 KiB
HLSL

// FidelityFX Super Resolution Sample
//
// Copyright (c) 2021 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.
cbuffer cb : register(b0)
{
uint4 Const0;
uint4 Const1;
uint4 Const2;
uint4 Const3;
uint4 Sample;
};
#define A_GPU 1
#define A_HLSL 1
SamplerState samLinearClamp : register(s0);
#if SAMPLE_SLOW_FALLBACK
#include "ffx_a.h"
Texture2D InputTexture : register(t0);
RWTexture2D<float4> OutputTexture : register(u0);
#if SAMPLE_EASU
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { AF4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; }
AF4 FsrEasuGF(AF2 p) { AF4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; }
AF4 FsrEasuBF(AF2 p) { AF4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; }
#endif
#if SAMPLE_RCAS
#define FSR_RCAS_F
AF4 FsrRcasLoadF(ASU2 p) { return InputTexture.Load(int3(ASU2(p), 0)); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#endif
#else
#define A_HALF
#include "ffx_a.h"
Texture2D<AH4> InputTexture : register(t0);
RWTexture2D<AH4> OutputTexture : register(u0);
#if SAMPLE_EASU
#define FSR_EASU_H 1
AH4 FsrEasuRH(AF2 p) { AH4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; }
AH4 FsrEasuGH(AF2 p) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; }
AH4 FsrEasuBH(AF2 p) { AH4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; }
#endif
#if SAMPLE_RCAS
#define FSR_RCAS_H
AH4 FsrRcasLoadH(ASW2 p) { return InputTexture.Load(ASW3(ASW2(p), 0)); }
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
#endif
#endif
#include "ffx_fsr1.h"
void CurrFilter(int2 pos)
{
#if SAMPLE_BILINEAR
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
OutputTexture[pos] = InputTexture.SampleLevel(samLinearClamp, pp, 0.0);
#endif
#if SAMPLE_EASU
#if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
if (Sample.x == 1)
c *= c;
OutputTexture[pos] = float4(c, 1);
#else
AH3 c;
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
if (Sample.x == 1)
c *= c;
OutputTexture[pos] = AH4(c, 1);
#endif
#endif
#if SAMPLE_RCAS
#if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, Const0);
if (Sample.x == 1)
c *= c;
OutputTexture[pos] = float4(c, 1);
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, Const0);
if( Sample.x == 1 )
c *= c;
OutputTexture[pos] = AH4(c, 1);
#endif
#endif
}
[numthreads(WIDTH, HEIGHT, DEPTH)]
void mainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
CurrFilter(gxy);
gxy.x += 8u;
CurrFilter(gxy);
gxy.y += 8u;
CurrFilter(gxy);
gxy.x -= 8u;
CurrFilter(gxy);
}