// Copyright Epic Games, Inc. All Rights Reserved. //------------------------------------------------------------------------------ // // Copyright (c) 2021 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 "/Engine/Private/Common.ush" #include "/Engine/Private/ScreenPass.ush" // ===================================================================================== // // SHADER RESOURCES // // ===================================================================================== uint4 Const0; uint4 Const1; uint4 Const2; uint4 Const3; SamplerState samLinearClamp; // UE4 GrainIntensity float4 GrainRandomFull; // zw:unused float4 GrainScaleBiasJitter; // x:Scale y:Bias z:Jitter float2 VPColor_ExtentInverse; float2 VPColor_ViewportMin; // ===================================================================================== // // FIDELITYFX SETUP // // ===================================================================================== #define A_GPU 1 #define A_HLSL 1 // Note: Input is expected to be in Gamma2-encoding. // LDR: This is already the case. // HDR: A ColorConversionCS runs before FSR to provide Gamma2 input to FSR passes #if ENABLE_FP16 #define A_HALF #include "ffx_a.ush" Texture2D InputTexture; RWTexture2D OutputTexture; #define FSR_EASU_H 1 AH4 FsrEasuRH(AF2 p) { AH4 res = InputTexture.GatherRed (samLinearClamp, p, ASU2(0, 0)); return res; } AH4 FsrEasuGH(AF2 p) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, ASU2(0, 0)); return res; } AH4 FsrEasuBH(AF2 p) { AH4 res = InputTexture.GatherBlue (samLinearClamp, p, ASU2(0, 0)); return res; } AH4 FsrEasuAH(AF2 p) { AH4 res = InputTexture.GatherAlpha(samLinearClamp, p, ASU2(0, 0)); return res; } AH4 FsrEasuRHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherRed (samLinearClamp, p, o); return res; } AH4 FsrEasuGHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, o); return res; } AH4 FsrEasuBHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherBlue (samLinearClamp, p, o); return res; } AH4 FsrEasuAHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherAlpha(samLinearClamp, p, o); return res; } AH4 FsrEasuSampleH(AF2 p) { AH4 res = InputTexture.SampleLevel(samLinearClamp, p, 0); return res; } #else #include "ffx_a.ush" Texture2D InputTexture; RWTexture2D OutputTexture; #define FSR_EASU_F 1 AF4 FsrEasuRF(AF2 p) { AF4 res = InputTexture.GatherRed (samLinearClamp, p, ASU2(0, 0)); return res; } AF4 FsrEasuGF(AF2 p) { AF4 res = InputTexture.GatherGreen(samLinearClamp, p, ASU2(0, 0)); return res; } AF4 FsrEasuBF(AF2 p) { AF4 res = InputTexture.GatherBlue (samLinearClamp, p, ASU2(0, 0)); return res; } AF4 FsrEasuAF(AF2 p) { AF4 res = InputTexture.GatherAlpha(samLinearClamp, p, ASU2(0, 0)); return res; } #endif // should be included after ffx_a.ush, defines FSR_OUTPUTDEVICE #include "PostProcessMobileFFX_Common.ush" #include "ffx_fsr1.ush" // ===================================================================================== // // FIDELITYFX SUPER RESOLUTION // // ===================================================================================== #if ENABLE_FP16 AH4 FidelityFXSuperResolution(AU2 gxy) #else AF4 FidelityFXSuperResolution(AU2 gxy) #endif { // // FSR / EASU() // #if ENABLE_FP16 AH4 Gamma2Color = AH4(0,0,0,0); #if ES3_1_PROFILE FsrEasuL(Gamma2Color, gxy, Const0, Const1, Const2, Const3); #else FsrEasuH(Gamma2Color, gxy, Const0, Const1, Const2, Const3); #endif #else AF4 Gamma2Color = AF4(0,0,0,0); FsrEasuF(Gamma2Color, gxy, Const0, Const1, Const2, Const3); #endif // ENABLE_FP16 #if !USE_PASSTHROUGH_ALPHA Gamma2Color.a = 1; #endif // !USE_PASSTHROUGH_ALPHA return Gamma2Color; } // ===================================================================================== // // ENTRY POINTS // // ===================================================================================== #if COMPUTE_SHADER [numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)] void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID) { // Do remapping of local xy in workgroup for a more PS-like swizzle pattern. // Threadgroup of 64 threads, each working on a cache-friendly 2x2 region (= 16x16 workgroup if 1px/thread assumed) AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u); OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy); gxy.x += 8u; OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy); gxy.y += 8u; OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy); gxy.x -= 8u; OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy); } #endif // COMPUTE SHADER #if ENABLE_FP16 void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out AH4 OutColor : SV_Target0) { AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin); OutColor = FidelityFXSuperResolution(gxy); } #else void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0) { AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin); OutColor = FidelityFXSuperResolution(gxy); } #endif