/*************************************************************************/ /* fsr_upscale.glsl */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #[compute] #version 450 #VERSION_DEFINES #define A_GPU #define A_GLSL #ifdef MODE_FSR_UPSCALE_NORMAL #define A_HALF #endif #include "thirdparty/amd-fsr/ffx_a.h" layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image; layout(set = 0, binding = 0) uniform sampler2D source_image; #define FSR_UPSCALE_PASS_TYPE_EASU 0 #define FSR_UPSCALE_PASS_TYPE_RCAS 1 layout(push_constant, binding = 1, std430) uniform Params { float resolution_width; float resolution_height; float upscaled_width; float upscaled_height; float sharpness; int pass; } params; AU4 Const0, Const1, Const2, Const3; #ifdef MODE_FSR_UPSCALE_FALLBACK #define FSR_EASU_F AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(source_image, p, 0); return res; } AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(source_image, p, 1); return res; } AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(source_image, p, 2); return res; } #define FSR_RCAS_F AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source_image, ASU2(p), 0)); } void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} #else #define FSR_EASU_H AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(source_image, p, 0)); return res; } AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(source_image, p, 1)); return res; } AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(source_image, p, 2)); return res; } #define FSR_RCAS_H AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(source_image, ASU2(p), 0)); } void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {} #endif #include "thirdparty/amd-fsr/ffx_fsr1.h" void fsr_easu_pass(AU2 pos) { #ifdef MODE_FSR_UPSCALE_NORMAL AH3 Gamma2Color = AH3(0, 0, 0); FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3); imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); #else AF3 Gamma2Color = AF3(0, 0, 0); FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3); imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); #endif } void fsr_rcas_pass(AU2 pos) { #ifdef MODE_FSR_UPSCALE_NORMAL AH3 Gamma2Color = AH3(0, 0, 0); FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); #else AF3 Gamma2Color = AF3(0, 0, 0); FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); #endif } void fsr_pass(AU2 pos) { if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { fsr_easu_pass(pos); } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { fsr_rcas_pass(pos); } } void main() { // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height); } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { FsrRcasCon(Const0, params.sharpness); } AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); fsr_pass(gxy); gxy.x += 8u; fsr_pass(gxy); gxy.y += 8u; fsr_pass(gxy); gxy.x -= 8u; fsr_pass(gxy); }