// 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_RCAS_INPUT 1 #define FSR2_BIND_UAV_UPSCALED_OUTPUT 2 #define FSR2_BIND_CB_FSR2 3 #define FSR2_BIND_CB_RCAS 4 #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h" //Move to prototype shader! #if defined(FSR2_BIND_CB_RCAS) layout (set = 1, binding = FSR2_BIND_CB_RCAS, std140) uniform cbRCAS_t { uvec4 rcasConfig; } cbRCAS; uvec4 RCASConfig() { return cbRCAS.rcasConfig; } #else uvec4 RCASConfig() { return uvec4(0); } #endif vec4 LoadRCAS_Input(FfxInt32x2 iPxPos) { return texelFetch(r_rcas_input, iPxPos, 0); } #include "ffx_fsr2_rcas.h" #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #define FFX_FSR2_THREAD_GROUP_WIDTH 64 #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() { RCAS(gl_LocalInvocationID.xyz, gl_WorkGroupID.xyz, gl_GlobalInvocationID.xyz); }