// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. //!#version 460 core #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_shader_explicit_arithmetic_types : require // FidelityFX Super Resolution Sample // // 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. layout( push_constant ) uniform constants { u32vec2 input_size; }; uvec4 Const0; uvec4 Const1; uvec4 Const2; uvec4 Const3; #define A_GPU 1 #define A_GLSL 1 #define A_HALF #include "ffx_a.h" f16vec4 LinearToSRGB(f16vec4 linear) { bvec4 selector = greaterThan(linear, f16vec4(0.00313066844250063)); f16vec4 low = linear * float16_t(12.92); f16vec4 high = float16_t(1.055) * pow(linear, f16vec4(1 / 2.4)) - float16_t(0.055); return mix(low, high, selector); } f16vec4 SRGBToLinear(f16vec4 srgb) { bvec4 selector = greaterThan(srgb, f16vec4(0.0404482362771082)); f16vec4 low = srgb * float16_t(1.0 / 12.92); f16vec4 high = pow((srgb + float16_t(0.055)) * float16_t(1.0 / 1.055), f16vec4(2.4)); return mix(low, high, selector); } #if USE_EASU #define FSR_EASU_H 1 f16vec4 FsrEasuRH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 0)); return res; } f16vec4 FsrEasuGH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 1)); return res; } f16vec4 FsrEasuBH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 2)); return res; } #endif #if USE_RCAS #define FSR_RCAS_H 1 f16vec4 FsrRcasLoadH(ASW2 p) { return f16vec4(texelFetch(InputTexture, ASU2(p), 0)); } void FsrRcasInputH(inout float16_t r, inout float16_t g, inout float16_t b) {} #endif #include "ffx_fsr1.h" void CurrFilter(u32vec2 pos) { // For debugging #if USE_BILINEAR vec2 pp = (vec2(pos) * vec2_AU2(Const0.xy) + vec2_AU2(Const0.zw)) * vec2_AU2(Const1.xy) + vec2(0.5, -0.5) * vec2_AU2(Const1.zw); imageStore(OutputTexture, ivec2(pos), textureLod(InputTexture, pp, 0.0)); #endif #if USE_EASU f16vec3 c; FsrEasuH(c, pos, Const0, Const1, Const2, Const3); imageStore(OutputTexture, ivec2(pos), f16vec4(c, 1)); #endif #if USE_RCAS f16vec3 c; FsrRcasH(c.r, c.g, c.b, pos, Const0); imageStore(OutputTexture, ivec2(pos), f16vec4(c, 1)); #endif } layout(local_size_x=64) in; void main() { #if USE_EASU || USE_BILINEAR vec2 ires = vec2(input_size); vec2 tres = textureSize(InputTexture, 0); vec2 ores = imageSize(OutputTexture); FsrEasuCon(Const0, Const1, Const2, Const3, ires.x, ires.y, tres.x, tres.y, ores.x, ores.y); #endif #if USE_RCAS FsrRcasCon(Const0, 0.25f); #endif // Do remapping of local xy in workgroup for a more PS-like swizzle pattern. AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); CurrFilter(gxy); gxy.x += 8u; CurrFilter(gxy); gxy.y += 8u; CurrFilter(gxy); gxy.x -= 8u; CurrFilter(gxy); }