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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/amd-fsr2/shaders/ffx_fsr2_rcas.h
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#define GROUP_SIZE 8
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#define FSR_RCAS_DENOISE 1
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void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
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{
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StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor);
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}
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#define FSR_RCAS_F
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FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
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{
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FfxFloat32x4 fColor = LoadRCAS_Input(p);
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fColor.rgb = PrepareRgb(fColor.rgb, Exposure(), PreExposure());
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return fColor;
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}
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void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
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#include "ffx_fsr1.h"
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void CurrFilter(FFX_MIN16_U2 pos)
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{
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FfxFloat32x3 c;
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FsrRcasF(c.r, c.g, c.b, pos, RCASConfig());
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c = UnprepareRgb(c, Exposure());
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WriteUpscaledOutput(pos, c);
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}
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void RCAS(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
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{
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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CurrFilter(FFX_MIN16_U2(gxy));
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gxy.x += 8u;
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CurrFilter(FFX_MIN16_U2(gxy));
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gxy.y += 8u;
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CurrFilter(FFX_MIN16_U2(gxy));
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gxy.x -= 8u;
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CurrFilter(FFX_MIN16_U2(gxy));
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}
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