Files
UnrealEngine/Engine/Plugins/Runtime/MobileFSR/Shaders/Private/PostProcessMobileFFX_FSR.usf
2025-05-18 13:04:45 +08:00

163 lines
6.3 KiB
HLSL

// 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<AH4> InputTexture;
RWTexture2D<AH4> 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<float4> 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