virtualx-engine/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

704 lines
22 KiB
C++

// 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.
#include "ffx_fsr2_resources.h"
#if defined(FFX_GPU)
#include "ffx_core.h"
#endif // #if defined(FFX_GPU)
#if defined(FFX_GPU)
#ifndef FFX_FSR2_PREFER_WAVE64
#define FFX_FSR2_PREFER_WAVE64
#endif // #if defined(FFX_GPU)
#if defined(FSR2_BIND_CB_FSR2)
layout (set = 1, binding = FSR2_BIND_CB_FSR2, std140) uniform cbFSR2_t
{
FfxInt32x2 iRenderSize;
FfxInt32x2 iMaxRenderSize;
FfxInt32x2 iDisplaySize;
FfxInt32x2 iInputColorResourceDimensions;
FfxInt32x2 iLumaMipDimensions;
FfxInt32 iLumaMipLevelToUse;
FfxInt32 iFrameIndex;
FfxFloat32x4 fDeviceToViewDepth;
FfxFloat32x2 fJitter;
FfxFloat32x2 fMotionVectorScale;
FfxFloat32x2 fDownscaleFactor;
FfxFloat32x2 fMotionVectorJitterCancellation;
FfxFloat32 fPreExposure;
FfxFloat32 fPreviousFramePreExposure;
FfxFloat32 fTanHalfFOV;
FfxFloat32 fJitterSequenceLength;
FfxFloat32 fDeltaTime;
FfxFloat32 fDynamicResChangeFactor;
FfxFloat32 fViewSpaceToMetersFactor;
// -- GODOT start --
FfxFloat32 fPad;
mat4 mReprojectionMatrix;
// -- GODOT end --
} cbFSR2;
#endif
FfxInt32x2 RenderSize()
{
return cbFSR2.iRenderSize;
}
FfxInt32x2 MaxRenderSize()
{
return cbFSR2.iMaxRenderSize;
}
FfxInt32x2 DisplaySize()
{
return cbFSR2.iDisplaySize;
}
FfxInt32x2 InputColorResourceDimensions()
{
return cbFSR2.iInputColorResourceDimensions;
}
FfxInt32x2 LumaMipDimensions()
{
return cbFSR2.iLumaMipDimensions;
}
FfxInt32 LumaMipLevelToUse()
{
return cbFSR2.iLumaMipLevelToUse;
}
FfxInt32 FrameIndex()
{
return cbFSR2.iFrameIndex;
}
FfxFloat32x4 DeviceToViewSpaceTransformFactors()
{
return cbFSR2.fDeviceToViewDepth;
}
FfxFloat32x2 Jitter()
{
return cbFSR2.fJitter;
}
FfxFloat32x2 MotionVectorScale()
{
return cbFSR2.fMotionVectorScale;
}
FfxFloat32x2 DownscaleFactor()
{
return cbFSR2.fDownscaleFactor;
}
FfxFloat32x2 MotionVectorJitterCancellation()
{
return cbFSR2.fMotionVectorJitterCancellation;
}
FfxFloat32 PreExposure()
{
return cbFSR2.fPreExposure;
}
FfxFloat32 PreviousFramePreExposure()
{
return cbFSR2.fPreviousFramePreExposure;
}
FfxFloat32 TanHalfFoV()
{
return cbFSR2.fTanHalfFOV;
}
FfxFloat32 JitterSequenceLength()
{
return cbFSR2.fJitterSequenceLength;
}
FfxFloat32 DeltaTime()
{
return cbFSR2.fDeltaTime;
}
FfxFloat32 DynamicResChangeFactor()
{
return cbFSR2.fDynamicResChangeFactor;
}
FfxFloat32 ViewSpaceToMetersFactor()
{
return cbFSR2.fViewSpaceToMetersFactor;
}
layout (set = 0, binding = 0) uniform sampler s_PointClamp;
layout (set = 0, binding = 1) uniform sampler s_LinearClamp;
// SRVs
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only;
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered;
#endif
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors;
#endif
#if defined(FSR2_BIND_SRV_INPUT_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth;
#endif
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE)
layout (set = 1, binding = FSR2_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure;
#endif
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE)
layout(set = 1, binding = FSR2_BIND_SRV_AUTO_EXPOSURE) uniform texture2D r_auto_exposure;
#endif
#if defined(FSR2_BIND_SRV_REACTIVE_MASK)
layout (set = 1, binding = FSR2_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask;
#endif
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
layout (set = 1, binding = FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask;
#endif
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth;
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors;
#endif
#if defined (FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS)
layout(set = 1, binding = FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS) uniform texture2D r_previous_dilated_motion_vectors;
#endif
#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilatedDepth;
#endif
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED)
layout (set = 1, binding = FSR2_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color;
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_STATUS) uniform texture2D r_lock_status;
#endif
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA)
layout (set = 1, binding = FSR2_BIND_SRV_LOCK_INPUT_LUMA) uniform texture2D r_lock_input_luma;
#endif
#if defined(FSR2_BIND_SRV_NEW_LOCKS)
layout(set = 1, binding = FSR2_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks;
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
layout (set = 1, binding = FSR2_BIND_SRV_PREPARED_INPUT_COLOR) uniform texture2D r_prepared_input_color;
#endif
#if defined(FSR2_BIND_SRV_LUMA_HISTORY)
layout (set = 1, binding = FSR2_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history;
#endif
#if defined(FSR2_BIND_SRV_RCAS_INPUT)
layout (set = 1, binding = FSR2_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input;
#endif
#if defined(FSR2_BIND_SRV_LANCZOS_LUT)
layout (set = 1, binding = FSR2_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut;
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
layout (set = 1, binding = FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS) uniform texture2D r_imgMips;
#endif
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT)
layout (set = 1, binding = FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT) uniform texture2D r_upsample_maximum_bias_lut;
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
layout (set = 1, binding = FSR2_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks;
#endif
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR)
layout(set = 1, binding = FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha;
#endif
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR)
layout(set = 1, binding = FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha;
#endif
// UAV
#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
layout (set = 1, binding = FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth;
#endif
#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors;
#endif
#if defined FSR2_BIND_UAV_DILATED_DEPTH
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilatedDepth;
#endif
#if defined FSR2_BIND_UAV_INTERNAL_UPSCALED
layout (set = 1, binding = FSR2_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color;
#endif
#if defined FSR2_BIND_UAV_LOCK_STATUS
layout (set = 1, binding = FSR2_BIND_UAV_LOCK_STATUS, rg16f) uniform image2D rw_lock_status;
#endif
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA)
layout(set = 1, binding = FSR2_BIND_UAV_LOCK_INPUT_LUMA, r16f) writeonly uniform image2D rw_lock_input_luma;
#endif
#if defined FSR2_BIND_UAV_NEW_LOCKS
layout(set = 1, binding = FSR2_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks;
#endif
#if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR
layout (set = 1, binding = FSR2_BIND_UAV_PREPARED_INPUT_COLOR, rgba16) writeonly uniform image2D rw_prepared_input_color;
#endif
#if defined FSR2_BIND_UAV_LUMA_HISTORY
layout (set = 1, binding = FSR2_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history;
#endif
#if defined FSR2_BIND_UAV_UPSCALED_OUTPUT
layout (set = 1, binding = FSR2_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE, r16f) coherent uniform image2D rw_img_mip_shading_change;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE_MIP_5
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE_MIP_5, r16f) coherent uniform image2D rw_img_mip_5;
#endif
#if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS
layout (set = 1, binding = FSR2_BIND_UAV_DILATED_REACTIVE_MASKS, rg8) writeonly uniform image2D rw_dilated_reactive_masks;
#endif
#if defined FSR2_BIND_UAV_EXPOSURE
layout (set = 1, binding = FSR2_BIND_UAV_EXPOSURE, rg32f) uniform image2D rw_exposure;
#endif
#if defined FSR2_BIND_UAV_AUTO_EXPOSURE
layout(set = 1, binding = FSR2_BIND_UAV_AUTO_EXPOSURE, rg32f) uniform image2D rw_auto_exposure;
#endif
#if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC
layout (set = 1, binding = FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic;
#endif
#if defined FSR2_BIND_UAV_AUTOREACTIVE
layout(set = 1, binding = FSR2_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive;
#endif
#if defined FSR2_BIND_UAV_AUTOCOMPOSITION
layout(set = 1, binding = FSR2_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition;
#endif
#if defined FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR
layout(set = 1, binding = FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha;
#endif
#if defined FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR
layout(set = 1, binding = FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha;
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
FfxFloat32 LoadMipLuma(FfxInt32x2 iPxPos, FfxInt32 mipLevel)
{
return texelFetch(r_imgMips, iPxPos, FfxInt32(mipLevel)).r;
}
#endif
#if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)
FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxInt32 mipLevel)
{
return textureLod(sampler2D(r_imgMips, s_LinearClamp), fUV, FfxFloat32(mipLevel)).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_DEPTH)
FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_depth, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_REACTIVE_MASK)
FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos)
{
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP
return min(texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r, 0.9f);
#else
return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r;
#endif
// -- GODOT end --
}
#endif
#if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_color_jittered, iPxPos, 0).rgb;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_COLOR)
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0f).rgb;
}
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
FfxFloat32x3 LoadPreparedInputColor(FfxInt32x2 iPxPos)
{
return texelFetch(r_prepared_input_color, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS)
FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos)
{
FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy;
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
bool bInvalidMotionVector = all(lessThanEqual(fSrcMotionVector, vec2(-1.0f, -1.0f)));
if (bInvalidMotionVector)
{
FfxFloat32 fSrcDepth = LoadInputDepth(iPxDilatedMotionVectorPos);
FfxFloat32x2 fUv = (iPxDilatedMotionVectorPos + FfxFloat32(0.5)) / RenderSize();
fSrcMotionVector = FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS_FUNCTION(fUv, fSrcDepth, cbFSR2.mReprojectionMatrix);
}
#endif
// -- GODOT end --
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
#if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS
fUvMotionVector -= MotionVectorJitterCancellation();
#endif
return fUvMotionVector;
}
#endif
#if defined(FSR2_BIND_SRV_INTERNAL_UPSCALED)
FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory)
{
return texelFetch(r_internal_upscaled_color, iPxHistory, 0);
}
#endif
#if defined(FSR2_BIND_UAV_LUMA_HISTORY)
void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
{
imageStore(rw_luma_history, FfxInt32x2(iPxPos), fLumaHistory);
}
#endif
#if defined(FSR2_BIND_SRV_LUMA_HISTORY)
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0f);
}
#endif
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED)
void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory)
{
imageStore(rw_internal_upscaled_color, iPxHistory, fHistory);
}
#endif
#if defined(FSR2_BIND_UAV_INTERNAL_UPSCALED)
void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
{
imageStore(rw_internal_upscaled_color, FfxInt32x2(iPxPos), fColorAndWeight);
}
#endif
#if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT)
void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
{
imageStore(rw_upscaled_output, FfxInt32x2(iPxPos), FfxFloat32x4(fColor, 1.f));
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
FfxFloat32x2 LoadLockStatus(FfxInt32x2 iPxPos)
{
FfxFloat32x2 fLockStatus = texelFetch(r_lock_status, iPxPos, 0).rg;
return fLockStatus;
}
#endif
#if defined(FSR2_BIND_UAV_LOCK_STATUS)
void StoreLockStatus(FfxInt32x2 iPxPos, FfxFloat32x2 fLockstatus)
{
imageStore(rw_lock_status, iPxPos, vec4(fLockstatus, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_INPUT_LUMA)
FfxFloat32 LoadLockInputLuma(FfxInt32x2 iPxPos)
{
return texelFetch(r_lock_input_luma, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_UAV_LOCK_INPUT_LUMA)
void StoreLockInputLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma)
{
imageStore(rw_lock_input_luma, iPxPos, vec4(fLuma, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_SRV_NEW_LOCKS)
FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos)
{
return texelFetch(r_new_locks, iPxPos, 0).r;
}
#endif
#if defined(FSR2_BIND_UAV_NEW_LOCKS)
FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos)
{
return imageLoad(rw_new_locks, iPxPos).r;
}
#endif
#if defined(FSR2_BIND_UAV_NEW_LOCKS)
void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock)
{
imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_UAV_PREPARED_INPUT_COLOR)
void StorePreparedInputColor(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fTonemapped)
{
imageStore(rw_prepared_input_color, iPxPos, fTonemapped);
}
#endif
#if defined(FSR2_BIND_SRV_PREPARED_INPUT_COLOR)
FfxFloat32 SampleDepthClip(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_prepared_input_color, s_LinearClamp), fUV, 0.0f).w;
}
#endif
#if defined(FSR2_BIND_SRV_LOCK_STATUS)
FfxFloat32x2 SampleLockStatus(FfxFloat32x2 fUV)
{
FfxFloat32x2 fLockStatus = textureLod(sampler2D(r_lock_status, s_LinearClamp), fUV, 0.0f).rg;
return fLockStatus;
}
#endif
#if defined(FSR2_BIND_SRV_DEPTH)
FfxFloat32 LoadSceneDepth(FfxInt32x2 iPxInput)
{
return texelFetch(r_input_depth, iPxInput, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos)
{
return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r);
}
#endif
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth)
{
FfxUInt32 uDepth = floatBitsToUint(fDepth);
#if FFX_FSR2_OPTION_INVERTED_DEPTH
imageAtomicMax(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth);
#else
imageAtomicMin(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); // min for standard, max for inverted depth
#endif
}
#endif
#if defined(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue)
{
imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0));
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_DEPTH)
void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
{
//FfxUInt32 uDepth = f32tof16(fDepth);
imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_MOTION_VECTORS)
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
{
imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0f, 0.0f));
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilated_motion_vectors, iPxInput, 0).rg;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_MOTION_VECTORS)
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).rg;
}
#endif
#if defined(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS)
FfxFloat32x2 LoadPreviousDilatedMotionVector(FfxInt32x2 iPxInput)
{
return texelFetch(r_previous_dilated_motion_vectors, iPxInput, 0).rg;
}
FfxFloat32x2 SamplePreviousDilatedMotionVector(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_previous_dilated_motion_vectors, s_LinearClamp), fUV, 0.0f).xy;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilatedDepth, iPxInput, 0).r;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_EXPOSURE)
FfxFloat32 Exposure()
{
FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x;
if (exposure == 0.0f) {
exposure = 1.0f;
}
return exposure;
}
#endif
#if defined(FSR2_BIND_SRV_AUTO_EXPOSURE)
FfxFloat32 AutoExposure()
{
FfxFloat32 exposure = texelFetch(r_auto_exposure, FfxInt32x2(0, 0), 0).x;
if (exposure == 0.0f) {
exposure = 1.0f;
}
return exposure;
}
#endif
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x)
{
#if defined(FSR2_BIND_SRV_LANCZOS_LUT)
return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0f, 0.5f), 0.0f).x;
#else
return 0.f;
#endif
}
#if defined(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT)
FfxFloat32 SampleUpsampleMaximumBias(FfxFloat32x2 uv)
{
// Stored as a SNORM, so make sure to multiply by 2 to retrieve the actual expected range.
return FfxFloat32(2.0f) * FfxFloat32(textureLod(sampler2D(r_upsample_maximum_bias_lut, s_LinearClamp), abs(uv) * 2.0f, 0.0f).r);
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
FfxFloat32x2 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0f).rg;
}
#endif
#if defined(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS)
FfxFloat32x2 LoadDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos)
{
return texelFetch(r_dilated_reactive_masks, iPxPos, 0).rg;
}
#endif
#if defined(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS)
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fDilatedReactiveMasks)
{
imageStore(rw_dilated_reactive_masks, iPxPos, vec4(fDilatedReactiveMasks, 0.0f, 0.0f));
}
#endif
#if defined(FFX_INTERNAL)
FfxFloat32x4 SampleDebug(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_debug_out, s_LinearClamp), fUV, 0.0f).rgba;
}
#endif
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY)
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_opaque_only, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR)
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR)
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR2_BIND_UAV_AUTOREACTIVE)
#if defined(FSR2_BIND_UAV_AUTOCOMPOSITION)
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
{
imageStore(rw_output_autoreactive, iPxPos, vec4(FfxFloat32(fReactive.x), 0.0f, 0.0f, 0.0f));
imageStore(rw_output_autocomposition, iPxPos, vec4(FfxFloat32(fReactive.y), 0.0f, 0.0f, 0.0f));
}
#endif
#endif
#if defined(FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR)
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_pre_alpha, iPxPos, vec4(color, 0.0f));
}
#endif
#if defined(FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR)
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_post_alpha, iPxPos, vec4(color, 0.0f));
}
#endif
#endif // #if defined(FFX_GPU)