123 lines
5 KiB
Text
123 lines
5 KiB
Text
|
// 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);
|
||
|
}
|