initial commit, 4.5 stable
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This commit is contained in:
93
thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl
vendored
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93
thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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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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//
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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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//#version 450
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_samplerless_texture_functions : require
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#define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0
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#define FSR2_BIND_SRV_INPUT_COLOR 1
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#define FSR2_BIND_UAV_AUTOREACTIVE 2
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#define FSR2_BIND_CB_REACTIVE 3
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#define FSR2_BIND_CB_FSR2 4
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#include "ffx_fsr2_callbacks_glsl.h"
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#include "ffx_fsr2_common.h"
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// layout (set = 1, binding = FSR2_BIND_SRV_PRE_ALPHA_COLOR) uniform texture2D r_input_color_pre_alpha;
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// layout (set = 1, binding = FSR2_BIND_SRV_POST_ALPHA_COLOR) uniform texture2D r_input_color_post_alpha;
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// layout (set = 1, binding = FSR2_BIND_UAV_REACTIVE, r8) uniform image2D rw_output_reactive_mask;
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#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
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#define FFX_FSR2_THREAD_GROUP_WIDTH 8
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
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#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
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#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
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#endif // FFX_FSR2_THREAD_GROUP_HEIGHT
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#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
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#define FFX_FSR2_THREAD_GROUP_DEPTH 1
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#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
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#ifndef FFX_FSR2_NUM_THREADS
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#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in;
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#endif // #ifndef FFX_FSR2_NUM_THREADS
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#if defined(FSR2_BIND_CB_REACTIVE)
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layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t
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{
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float scale;
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float threshold;
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float binaryValue;
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uint flags;
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} cbGenerateReactive;
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#endif
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FFX_FSR2_NUM_THREADS
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void main()
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{
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FfxUInt32x2 uDispatchThreadId = gl_GlobalInvocationID.xy;
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FfxFloat32x3 ColorPreAlpha = LoadOpaqueOnly(FFX_MIN16_I2(uDispatchThreadId)).rgb;
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FfxFloat32x3 ColorPostAlpha = LoadInputColor(FFX_MIN16_I2(uDispatchThreadId)).rgb;
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if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP) != 0)
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{
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ColorPreAlpha = Tonemap(ColorPreAlpha);
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ColorPostAlpha = Tonemap(ColorPostAlpha);
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}
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if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP) != 0)
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{
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ColorPreAlpha = InverseTonemap(ColorPreAlpha);
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ColorPostAlpha = InverseTonemap(ColorPostAlpha);
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}
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FfxFloat32 out_reactive_value = 0.f;
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FfxFloat32x3 delta = abs(ColorPostAlpha - ColorPreAlpha);
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out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX)!=0) ? max(delta.x, max(delta.y, delta.z)) : length(delta);
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out_reactive_value *= cbGenerateReactive.scale;
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out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD)!=0) ? ((out_reactive_value < cbGenerateReactive.threshold) ? 0 : cbGenerateReactive.binaryValue) : out_reactive_value;
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imageStore(rw_output_autoreactive, FfxInt32x2(uDispatchThreadId), vec4(out_reactive_value));
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}
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