// 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. //------------------------------------------------------------------------------ // FidelityFX Super Resolution - Robust Contrast Adaptive Sharpening #include "/Engine/Private/Common.ush" #include "/Engine/Private/ScreenPass.ush" // ===================================================================================== // // SHADER RESOURCES // // ===================================================================================== // RCAS params uint4 Const0; float2 VPColor_ExtentInverse; // ===================================================================================== // // FIDELITYFX SETUP // // ===================================================================================== #define A_HLSL 1 #define A_GPU 1 #if USE_RCAS_DENOISE #define FSR_RCAS_DENOISE 1 #endif #if USE_PASSTHROUGH_ALPHA #define FSR_RCAS_PASSTHROUGH_ALPHA 1 #endif #if ENABLE_FP16 #define FSR_RCAS_H 1 #define FSR_RCAS_HX2 1 #define A_HALF 1 #include "ffx_a.ush" Texture2D InputTexture; RWTexture2D OutputTexture; AH4 FsrRcasLoadH(min16int2 p) {return InputTexture.Load(int3(p, 0));} AH4 FsrRcasLoadHx2(min16int2 p){return InputTexture.Load(int3(p, 0));} #else #define FSR_RCAS_F 1 #include "ffx_a.ush" Texture2D InputTexture; RWTexture2D OutputTexture; AF4 FsrRcasLoadF(int2 p){return InputTexture.Load(int3(p, 0));} #endif // should be included after ffx_a.ush, defines FSR_OUTPUTDEVICE #include "PostProcessMobileFFX_Common.ush" // 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 void FsrRcasInputH (inout AH1 r,inout AH1 g,inout AH1 b){} // RCAS is done in perceptual space (sRGB~Gamma2) void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b){} // Hence, no need to modify r/g/b #else void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b){} #endif #include "ffx_fsr1.ush" // ===================================================================================== // // RCAS IMPLEMENTATION // // ===================================================================================== #if ENABLE_FP16 // half precision floating point AH4 RCASPassCommon(AU2 gxy) #else AF4 RCASPassCommon(AU2 gxy) #endif { // // RCAS() // #if ENABLE_FP16 // half precision floating point #if USE_PASSTHROUGH_ALPHA AH4 Gamma2Color = AH4(0, 0, 0, 0); FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0); #else AH4 Gamma2Color = AH4(0, 0, 0, 1); FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0); #endif // USE_PASSTHROUGH_ALPHA #else // FP32 - full precision floating point #if USE_PASSTHROUGH_ALPHA AF4 Gamma2Color = AF4(0, 0, 0, 0); FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0); #else AF4 Gamma2Color = AF4(0, 0, 0, 1); FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0); #endif // USE_PASSTHROUGH_ALPHA #endif // ENABLE_FP16 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. AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u); #if ENABLE_FP16 OutputTexture[gxy] = RCASPassCommon(gxy); gxy.x += 8u; OutputTexture[gxy] = RCASPassCommon(gxy); gxy.y += 8u; OutputTexture[gxy] = RCASPassCommon(gxy); gxy.x -= 8u; OutputTexture[gxy] = RCASPassCommon(gxy); #else OutputTexture[gxy] = RCASPassCommon(gxy); gxy.x += 8u; OutputTexture[gxy] = RCASPassCommon(gxy); gxy.y += 8u; OutputTexture[gxy] = RCASPassCommon(gxy); gxy.x -= 8u; OutputTexture[gxy] = RCASPassCommon(gxy); #endif } #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); OutColor = RCASPassCommon(gxy); } #else void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0) { AU2 gxy = AU2(SvPosition.xy); OutColor = RCASPassCommon(gxy); } #endif