120 lines
4.0 KiB
HLSL
120 lines
4.0 KiB
HLSL
// FidelityFX Super Resolution Sample
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//
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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cbuffer cb : register(b0)
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{
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uint4 Const0;
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uint4 Const1;
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uint4 Const2;
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uint4 Const3;
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uint4 Sample;
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};
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#define A_GPU 1
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#define A_HLSL 1
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SamplerState samLinearClamp : register(s0);
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#if SAMPLE_SLOW_FALLBACK
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#include "ffx_a.h"
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Texture2D InputTexture : register(t0);
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RWTexture2D<float4> OutputTexture : register(u0);
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#if SAMPLE_EASU
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#define FSR_EASU_F 1
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AF4 FsrEasuRF(AF2 p) { AF4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; }
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#endif
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#if SAMPLE_RCAS
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#define FSR_RCAS_F
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AF4 FsrRcasLoadF(ASU2 p) { return InputTexture.Load(int3(ASU2(p), 0)); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#endif
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#else
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#define A_HALF
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#include "ffx_a.h"
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Texture2D<AH4> InputTexture : register(t0);
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RWTexture2D<AH4> OutputTexture : register(u0);
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#if SAMPLE_EASU
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#define FSR_EASU_H 1
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AH4 FsrEasuRH(AF2 p) { AH4 res = InputTexture.GatherRed(samLinearClamp, p, int2(0, 0)); return res; }
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AH4 FsrEasuGH(AF2 p) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, int2(0, 0)); return res; }
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AH4 FsrEasuBH(AF2 p) { AH4 res = InputTexture.GatherBlue(samLinearClamp, p, int2(0, 0)); return res; }
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#endif
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#if SAMPLE_RCAS
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#define FSR_RCAS_H
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AH4 FsrRcasLoadH(ASW2 p) { return InputTexture.Load(ASW3(ASW2(p), 0)); }
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void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
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#endif
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#endif
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#include "ffx_fsr1.h"
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void CurrFilter(int2 pos)
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{
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#if SAMPLE_BILINEAR
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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);
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OutputTexture[pos] = InputTexture.SampleLevel(samLinearClamp, pp, 0.0);
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#endif
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#if SAMPLE_EASU
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#if SAMPLE_SLOW_FALLBACK
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AF3 c;
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FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
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if (Sample.x == 1)
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c *= c;
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OutputTexture[pos] = float4(c, 1);
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#else
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AH3 c;
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FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
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if (Sample.x == 1)
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c *= c;
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OutputTexture[pos] = AH4(c, 1);
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#endif
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#endif
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#if SAMPLE_RCAS
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#if SAMPLE_SLOW_FALLBACK
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AF3 c;
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FsrRcasF(c.r, c.g, c.b, pos, Const0);
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if (Sample.x == 1)
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c *= c;
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OutputTexture[pos] = float4(c, 1);
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#else
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AH3 c;
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FsrRcasH(c.r, c.g, c.b, pos, Const0);
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if( Sample.x == 1 )
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c *= c;
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OutputTexture[pos] = AH4(c, 1);
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#endif
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#endif
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}
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[numthreads(WIDTH, HEIGHT, DEPTH)]
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void mainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
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{
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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CurrFilter(gxy);
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gxy.x += 8u;
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CurrFilter(gxy);
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gxy.y += 8u;
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CurrFilter(gxy);
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gxy.x -= 8u;
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CurrFilter(gxy);
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}
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