151 lines
4.0 KiB
HLSL
151 lines
4.0 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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HdrCustomResolve.usf: Custom resolve for HDR color and box filter.
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=============================================================================*/
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#include "Common.ush"
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#ifndef HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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#define HDR_CUSTOM_RESOLVE_TEXTUREARRAY 0
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#endif
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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#define MSTextureType(Type, NumSamples) Texture2DMSArray<Type, NumSamples>
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#define MSCoords uint3
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#define MSCoordsFromFloat4(Pos) uint3(Pos.x, Pos.y, ViewID)
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#else
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#define MSTextureType(Type, NumSamples) Texture2DMS<Type, NumSamples>
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#define MSCoords uint2
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#define MSCoordsFromFloat4(Pos) uint2(Pos.xy);
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#endif
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#ifdef OVERRIDE_HDRCUSTOMRESOLVESHADERS_USH
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# include "/Platform/Private/HdrCustomResolveShaders.ush"
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#else
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void HdrCustomResolveVS(in uint InstanceID : SV_InstanceID, in uint Id : SV_VertexID,
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out float4 OutPosition : SV_POSITION
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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,out nointerpolation uint OutViewId : VIEW_ID,
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out uint OutRTIndex : SV_RenderTargetArrayIndex
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#endif
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)
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{
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int x = Id & 1;
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int y = Id >> 1;
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OutPosition = float4(x * 4 - 1, y * 4 - 1, 0, 1);
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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OutViewId = (InstanceID & 1);
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OutRTIndex = OutViewId;
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#endif
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}
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float4 Encode(float4 Color)
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{
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return float4(Color.rgb * rcp(Color.r*0.299 + Color.g*0.587 + Color.b*0.114 + 1.0), Color.a);
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}
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float4 Decode(float4 Color)
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{
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return float4(Color.rgb * rcp(Color.r*(-0.299) + Color.g*(-0.587) + Color.b*(-0.114) + 1.0), Color.a);
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}
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#if HDR_CUSTOM_RESOLVE_USES_FMASK
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// FMASK not implemented for this platform, so we do not actually use it here.
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Texture2D<int2> FMaskTex;
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int2 fmask;
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# if HDR_RESOLVE_NUM_SAMPLES
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void LoadTexSample(MSTextureType(float4, HDR_RESOLVE_NUM_SAMPLES) TargetTex, int2 P, int sampleIndex, inout float4 sampleSum, inout float weightSum)
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{
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sampleSum += Encode(TargetTex.Load(P, sampleIndex));
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weightSum += 1;
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}
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MSTextureType(float4, HDR_RESOLVE_NUM_SAMPLES) Tex;
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float4 HdrCustomResolveFMaskPS(float4 Pos : SV_POSITION
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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,nointerpolation uint ViewID : VIEW_ID
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#endif
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) : SV_Target0
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{
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MSCoords P = MSCoordsFromFloat4(Pos);
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float4 sampleSum = float4(0, 0, 0, 0);
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float weightSum = 0;
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for (int i = 0; i < HDR_RESOLVE_NUM_SAMPLES; ++i)
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{
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LoadTexSample(Tex, P, i, sampleSum, weightSum);
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}
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return Decode(sampleSum / weightSum);
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}
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# endif
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#else
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# if HDR_CUSTOM_RESOLVE_2X
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MSTextureType(float4,2) Tex;
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float4 HdrCustomResolve2xPS(float4 Pos : SV_POSITION
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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,nointerpolation uint ViewID : VIEW_ID
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#endif
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) : SV_Target0
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{
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MSCoords P = MSCoordsFromFloat4(Pos);
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float4 C0 = Encode(Tex.Load(P, 0));
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float4 C1 = Encode(Tex.Load(P, 1));
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return Decode(C0*0.5 + C1*0.5);
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}
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# endif
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# if HDR_CUSTOM_RESOLVE_4X
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MSTextureType(float4,4) Tex;
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float4 HdrCustomResolve4xPS(float4 Pos : SV_POSITION
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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,nointerpolation uint ViewID : VIEW_ID
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#endif
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) : SV_Target0
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{
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MSCoords P = MSCoordsFromFloat4(Pos);
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float4 C0 = Encode(Tex.Load(P, 0));
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float4 C1 = Encode(Tex.Load(P, 1));
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float4 C2 = Encode(Tex.Load(P, 2));
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float4 C3 = Encode(Tex.Load(P, 3));
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return Decode(C0*0.25 + C1*0.25 + C2*0.25 + C3*0.25);
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}
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# endif
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# if HDR_CUSTOM_RESOLVE_8X
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MSTextureType(float4,8) Tex;
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float4 HdrCustomResolve8xPS(float4 Pos : SV_POSITION
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#if HDR_CUSTOM_RESOLVE_TEXTUREARRAY
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,nointerpolation uint ViewID : VIEW_ID
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#endif
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) : SV_Target0
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{
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MSCoords P = MSCoordsFromFloat4(Pos);
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float4 C0 = Encode(Tex.Load(P, 0));
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float4 C1 = Encode(Tex.Load(P, 1));
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float4 C2 = Encode(Tex.Load(P, 2));
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float4 C3 = Encode(Tex.Load(P, 3));
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float4 C4 = Encode(Tex.Load(P, 4));
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float4 C5 = Encode(Tex.Load(P, 5));
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float4 C6 = Encode(Tex.Load(P, 6));
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float4 C7 = Encode(Tex.Load(P, 7));
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return Decode(C0*0.125 + C1*0.125 + C2*0.125 + C3*0.125 + C4*0.125 + C5*0.125 + C6*0.125 + C7*0.125);
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}
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# endif
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#endif
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#endif
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