// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later //!#version 460 core #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_AMD_gpu_shader_half_float : enable #extension GL_NV_gpu_shader5 : enable // 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 (location = 0) uniform uvec4 constants[4]; #define A_GPU 1 #define A_GLSL 1 #ifdef YUZU_USE_FP16 #define A_HALF #endif #include "ffx_a.h" #ifndef YUZU_USE_FP16 layout (binding=0) uniform sampler2D InputTexture; #if USE_EASU #define FSR_EASU_F 1 AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; } AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; } AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; } #endif #if USE_RCAS #define FSR_RCAS_F AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); } void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} #endif #else layout (binding=0) uniform sampler2D InputTexture; #if USE_EASU #define FSR_EASU_H 1 AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; } AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; } AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; } #endif #if USE_RCAS #define FSR_RCAS_H AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); } void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){} #endif #endif #include "ffx_fsr1.h" #if USE_RCAS layout(location = 0) in vec2 frag_texcoord; #endif layout (location = 0) out vec4 frag_color; void CurrFilter(AU2 pos) { #if USE_EASU #ifndef YUZU_USE_FP16 AF3 c; FsrEasuF(c, pos, constants[0], constants[1], constants[2], constants[3]); frag_color = AF4(c, 1.0); #else AH3 c; FsrEasuH(c, pos, constants[0], constants[1], constants[2], constants[3]); frag_color = AH4(c, 1.0); #endif #endif #if USE_RCAS #ifndef YUZU_USE_FP16 AF3 c; FsrRcasF(c.r, c.g, c.b, pos, constants[0]); frag_color = AF4(c, 1.0); #else AH3 c; FsrRcasH(c.r, c.g, c.b, pos, constants[0]); frag_color = AH4(c, 1.0); #endif #endif } void main() { #if USE_RCAS CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0)))); #else CurrFilter(AU2(gl_FragCoord.xy)); #endif }