173 lines
5.4 KiB
GLSL
173 lines
5.4 KiB
GLSL
/*************************************************************************/
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/* fsr_upscale.glsl */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#[compute]
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#version 450
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#VERSION_DEFINES
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#define A_GPU
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#define A_GLSL
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#ifdef MODE_FSR_UPSCALE_NORMAL
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#define A_HALF
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#endif
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#include "thirdparty/amd-fsr/ffx_a.h"
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image;
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layout(set = 0, binding = 0) uniform sampler2D source_image;
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#define FSR_UPSCALE_PASS_TYPE_EASU 0
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#define FSR_UPSCALE_PASS_TYPE_RCAS 1
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layout(push_constant, binding = 1, std430) uniform Params {
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float resolution_width;
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float resolution_height;
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float upscaled_width;
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float upscaled_height;
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float sharpness;
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int pass;
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}
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params;
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AU4 Const0, Const1, Const2, Const3;
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#ifdef MODE_FSR_UPSCALE_FALLBACK
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#define FSR_EASU_F
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AF4 FsrEasuRF(AF2 p) {
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AF4 res = textureGather(source_image, p, 0);
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return res;
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}
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AF4 FsrEasuGF(AF2 p) {
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AF4 res = textureGather(source_image, p, 1);
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return res;
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}
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AF4 FsrEasuBF(AF2 p) {
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AF4 res = textureGather(source_image, p, 2);
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return res;
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}
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#define FSR_RCAS_F
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AF4 FsrRcasLoadF(ASU2 p) {
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return AF4(texelFetch(source_image, ASU2(p), 0));
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}
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#else
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#define FSR_EASU_H
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AH4 FsrEasuRH(AF2 p) {
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AH4 res = AH4(textureGather(source_image, p, 0));
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return res;
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}
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AH4 FsrEasuGH(AF2 p) {
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AH4 res = AH4(textureGather(source_image, p, 1));
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return res;
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}
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AH4 FsrEasuBH(AF2 p) {
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AH4 res = AH4(textureGather(source_image, p, 2));
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return res;
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}
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#define FSR_RCAS_H
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AH4 FsrRcasLoadH(ASW2 p) {
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return AH4(texelFetch(source_image, ASU2(p), 0));
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}
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void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {}
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#endif
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#include "thirdparty/amd-fsr/ffx_fsr1.h"
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void fsr_easu_pass(AU2 pos) {
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#ifdef MODE_FSR_UPSCALE_NORMAL
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AH3 Gamma2Color = AH3(0, 0, 0);
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FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3);
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imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
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#else
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AF3 Gamma2Color = AF3(0, 0, 0);
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FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3);
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imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
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#endif
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}
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void fsr_rcas_pass(AU2 pos) {
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#ifdef MODE_FSR_UPSCALE_NORMAL
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AH3 Gamma2Color = AH3(0, 0, 0);
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FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
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imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
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#else
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AF3 Gamma2Color = AF3(0, 0, 0);
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FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
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imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
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#endif
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}
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void fsr_pass(AU2 pos) {
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if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
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fsr_easu_pass(pos);
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} else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
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fsr_rcas_pass(pos);
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}
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}
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void main() {
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// 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
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if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
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FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height);
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} else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
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FsrRcasCon(Const0, params.sharpness);
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}
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
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fsr_pass(gxy);
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gxy.x += 8u;
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fsr_pass(gxy);
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gxy.y += 8u;
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fsr_pass(gxy);
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gxy.x -= 8u;
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fsr_pass(gxy);
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}
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