191 lines
5.7 KiB
HLSL
191 lines
5.7 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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//------------------------------------------------------------------------------
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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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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// 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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//------------------------------------------------------------------------------
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// FidelityFX Super Resolution - Robust Contrast Adaptive Sharpening
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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/ScreenPass.ush"
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// =====================================================================================
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//
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// SHADER RESOURCES
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//
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// =====================================================================================
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// RCAS params
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uint4 Const0;
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float2 VPColor_ExtentInverse;
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// =====================================================================================
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//
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// FIDELITYFX SETUP
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//
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// =====================================================================================
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#define A_HLSL 1
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#define A_GPU 1
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#if USE_RCAS_DENOISE
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#define FSR_RCAS_DENOISE 1
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#endif
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#if USE_PASSTHROUGH_ALPHA
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#define FSR_RCAS_PASSTHROUGH_ALPHA 1
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#endif
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#if ENABLE_FP16
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#define FSR_RCAS_H 1
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#define FSR_RCAS_HX2 1
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#define A_HALF 1
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#include "ffx_a.ush"
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Texture2D<AH4> InputTexture;
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RWTexture2D<AH4> OutputTexture;
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AH4 FsrRcasLoadH(min16int2 p) {return InputTexture.Load(int3(p, 0));}
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AH4 FsrRcasLoadHx2(min16int2 p){return InputTexture.Load(int3(p, 0));}
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#else
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#define FSR_RCAS_F 1
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#include "ffx_a.ush"
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Texture2D InputTexture;
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RWTexture2D<float4> OutputTexture;
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AF4 FsrRcasLoadF(int2 p){return InputTexture.Load(int3(p, 0));}
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#endif
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// should be included after ffx_a.ush, defines FSR_OUTPUTDEVICE
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#include "PostProcessMobileFFX_Common.ush"
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// Note: Input is expected to be in Gamma2-encoding.
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// LDR: This is already the case.
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// HDR: A ColorConversionCS runs before FSR to provide Gamma2 input to FSR passes
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#if ENABLE_FP16
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void FsrRcasInputH (inout AH1 r,inout AH1 g,inout AH1 b){} // RCAS is done in perceptual space (sRGB~Gamma2)
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void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b){} // Hence, no need to modify r/g/b
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#else
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b){}
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#endif
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#include "ffx_fsr1.ush"
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// =====================================================================================
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//
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// RCAS IMPLEMENTATION
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//
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// =====================================================================================
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#if ENABLE_FP16 // half precision floating point
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AH4 RCASPassCommon(AU2 gxy)
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#else
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AF4 RCASPassCommon(AU2 gxy)
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#endif
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{
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//
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// RCAS()
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//
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#if ENABLE_FP16 // half precision floating point
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#if USE_PASSTHROUGH_ALPHA
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AH4 Gamma2Color = AH4(0, 0, 0, 0);
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FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0);
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#else
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AH4 Gamma2Color = AH4(0, 0, 0, 1);
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FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0);
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#endif // USE_PASSTHROUGH_ALPHA
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#else // FP32 - full precision floating point
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#if USE_PASSTHROUGH_ALPHA
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AF4 Gamma2Color = AF4(0, 0, 0, 0);
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FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0);
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#else
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AF4 Gamma2Color = AF4(0, 0, 0, 1);
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FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0);
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#endif // USE_PASSTHROUGH_ALPHA
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#endif // ENABLE_FP16
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return Gamma2Color;
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}
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// =====================================================================================
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//
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// ENTRY POINTS
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//
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// =====================================================================================
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#if COMPUTE_SHADER
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[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
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void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
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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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AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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#if ENABLE_FP16
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.x += 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.y += 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.x -= 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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#else
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.x += 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.y += 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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gxy.x -= 8u;
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OutputTexture[gxy] = RCASPassCommon(gxy);
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#endif
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}
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#endif // COMPUTE_SHADER
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#if ENABLE_FP16
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void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out AH4 OutColor : SV_Target0)
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{
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AU2 gxy = AU2(SvPosition.xy);
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OutColor = RCASPassCommon(gxy);
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}
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#else
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void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
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{
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AU2 gxy = AU2(SvPosition.xy);
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OutColor = RCASPassCommon(gxy);
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}
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#endif
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