// 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_COLOR 0 #define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 1 #define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 2 #define FSR2_BIND_UAV_EXPOSURE_MIP_5 3 #define FSR2_BIND_UAV_AUTO_EXPOSURE 4 #define FSR2_BIND_CB_FSR2 5 #define FSR2_BIND_CB_SPD 6 #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h" #if defined(FSR2_BIND_CB_SPD) layout (set = 1, binding = FSR2_BIND_CB_SPD, std140) uniform cbSPD_t { uint mips; uint numWorkGroups; uvec2 workGroupOffset; uvec2 renderSize; } cbSPD; uint MipCount() { return cbSPD.mips; } uint NumWorkGroups() { return cbSPD.numWorkGroups; } uvec2 WorkGroupOffset() { return cbSPD.workGroupOffset; } uvec2 SPD_RenderSize() { return cbSPD.renderSize; } #endif vec2 SPD_LoadExposureBuffer() { return imageLoad(rw_auto_exposure, ivec2(0,0)).xy; } void SPD_SetExposureBuffer(vec2 value) { imageStore(rw_auto_exposure, ivec2(0,0), vec4(value, 0.0f, 0.0f)); } vec4 SPD_LoadMipmap5(ivec2 iPxPos) { return vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f); } void SPD_SetMipmap(ivec2 iPxPos, uint slice, float value) { switch (slice) { case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL: imageStore(rw_img_mip_shading_change, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); break; case 5: imageStore(rw_img_mip_5, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f)); break; default: // avoid flattened side effect #if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE) imageStore(rw_img_mip_shading_change, iPxPos, vec4(imageLoad(rw_img_mip_shading_change, iPxPos).x, 0.0f, 0.0f, 0.0f)); #elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5) imageStore(rw_img_mip_5, iPxPos, vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f)); #endif break; } } void SPD_IncreaseAtomicCounter(inout uint spdCounter) { spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0,0), 1); } void SPD_ResetAtomicCounter() { imageStore(rw_spd_global_atomic, ivec2(0,0), uvec4(0)); } #include "ffx_fsr2_compute_luminance_pyramid.h" #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #define FFX_FSR2_THREAD_GROUP_WIDTH 256 #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT #define FFX_FSR2_THREAD_GROUP_HEIGHT 1 #endif // #ifndef 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() { ComputeAutoExposure(gl_WorkGroupID.xyz, gl_LocalInvocationIndex); }