initial commit, 4.5 stable
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This commit is contained in:
134
thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_pass.glsl
vendored
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134
thirdparty/amd-fsr2/shaders/ffx_fsr2_compute_luminance_pyramid_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_COLOR 0
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#define FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC 1
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#define FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE 2
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#define FSR2_BIND_UAV_EXPOSURE_MIP_5 3
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#define FSR2_BIND_UAV_AUTO_EXPOSURE 4
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#define FSR2_BIND_CB_FSR2 5
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#define FSR2_BIND_CB_SPD 6
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#include "ffx_fsr2_callbacks_glsl.h"
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#include "ffx_fsr2_common.h"
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#if defined(FSR2_BIND_CB_SPD)
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layout (set = 1, binding = FSR2_BIND_CB_SPD, std140) uniform cbSPD_t
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{
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uint mips;
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uint numWorkGroups;
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uvec2 workGroupOffset;
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uvec2 renderSize;
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} cbSPD;
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uint MipCount()
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{
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return cbSPD.mips;
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}
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uint NumWorkGroups()
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{
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return cbSPD.numWorkGroups;
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}
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uvec2 WorkGroupOffset()
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{
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return cbSPD.workGroupOffset;
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}
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uvec2 SPD_RenderSize()
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{
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return cbSPD.renderSize;
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}
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#endif
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vec2 SPD_LoadExposureBuffer()
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{
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return imageLoad(rw_auto_exposure, ivec2(0,0)).xy;
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}
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void SPD_SetExposureBuffer(vec2 value)
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{
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imageStore(rw_auto_exposure, ivec2(0,0), vec4(value, 0.0f, 0.0f));
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}
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vec4 SPD_LoadMipmap5(ivec2 iPxPos)
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{
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return vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f);
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}
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void SPD_SetMipmap(ivec2 iPxPos, uint slice, float value)
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{
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switch (slice)
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{
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case FFX_FSR2_SHADING_CHANGE_MIP_LEVEL:
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imageStore(rw_img_mip_shading_change, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f));
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break;
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case 5:
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imageStore(rw_img_mip_5, iPxPos, vec4(value, 0.0f, 0.0f, 0.0f));
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break;
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default:
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// avoid flattened side effect
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#if defined(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE)
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imageStore(rw_img_mip_shading_change, iPxPos, vec4(imageLoad(rw_img_mip_shading_change, iPxPos).x, 0.0f, 0.0f, 0.0f));
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#elif defined(FSR2_BIND_UAV_EXPOSURE_MIP_5)
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imageStore(rw_img_mip_5, iPxPos, vec4(imageLoad(rw_img_mip_5, iPxPos).x, 0.0f, 0.0f, 0.0f));
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#endif
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break;
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}
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}
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void SPD_IncreaseAtomicCounter(inout uint spdCounter)
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{
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spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0,0), 1);
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}
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void SPD_ResetAtomicCounter()
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{
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imageStore(rw_spd_global_atomic, ivec2(0,0), uvec4(0));
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}
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#include "ffx_fsr2_compute_luminance_pyramid.h"
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#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
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#define FFX_FSR2_THREAD_GROUP_WIDTH 256
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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 1
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#endif // #ifndef 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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FFX_FSR2_NUM_THREADS
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void main()
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{
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ComputeAutoExposure(gl_WorkGroupID.xyz, gl_LocalInvocationIndex);
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}
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