// 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 // Needed for rw_upscaled_output declaration #extension GL_EXT_shader_image_load_formatted : require #define FSR2_BIND_SRV_INPUT_EXPOSURE 0 #define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1 #if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2 #else #define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 #endif #define FSR2_BIND_SRV_INTERNAL_UPSCALED 3 #define FSR2_BIND_SRV_LOCK_STATUS 4 #define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6 #define FSR2_BIND_SRV_LUMA_INSTABILITY 7 #define FSR2_BIND_SRV_LANCZOS_LUT 8 #define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 9 #define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 10 #define FSR2_BIND_SRV_AUTO_EXPOSURE 11 #define FSR2_BIND_SRV_LUMA_HISTORY 12 #define FSR2_BIND_UAV_INTERNAL_UPSCALED 13 #define FSR2_BIND_UAV_LOCK_STATUS 14 #define FSR2_BIND_UAV_UPSCALED_OUTPUT 15 #define FSR2_BIND_UAV_NEW_LOCKS 16 #define FSR2_BIND_UAV_LUMA_HISTORY 17 #define FSR2_BIND_CB_FSR2 18 // -- GODOT start -- #if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS #define FSR2_BIND_SRV_INPUT_DEPTH 5 #endif // -- GODOT end -- #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h" #include "ffx_fsr2_sample.h" #include "ffx_fsr2_upsample.h" #include "ffx_fsr2_postprocess_lock_status.h" #include "ffx_fsr2_reproject.h" #include "ffx_fsr2_accumulate.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() { uvec2 uGroupId = gl_WorkGroupID.xy; const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT; uGroupId.y = GroupRows - uGroupId.y - 1; uvec2 uDispatchThreadId = uGroupId * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy; Accumulate(ivec2(uDispatchThreadId)); }