initial commit, 4.5 stable
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This commit is contained in:
120
thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl
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120
thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_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_SRV_INPUT_MOTION_VECTORS 2
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#define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
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#define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4
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#define FSR2_BIND_SRV_REACTIVE_MASK 5
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#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 6
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#define FSR2_BIND_UAV_AUTOREACTIVE 7
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#define FSR2_BIND_UAV_AUTOCOMPOSITION 8
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#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 9
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#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 10
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#define FSR2_BIND_CB_FSR2 11
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#define FSR2_BIND_CB_REACTIVE 12
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#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
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#define FSR2_BIND_SRV_INPUT_DEPTH 13
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#endif
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#include "ffx_fsr2_callbacks_glsl.h"
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#include "ffx_fsr2_common.h"
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#ifdef 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 fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
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float fTcScale;
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float fReactiveScale;
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float fReactiveMax;
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} cbGenerateReactive;
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float getTcThreshold()
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{
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return cbGenerateReactive.fTcThreshold;
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}
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#else
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float getTcThreshold()
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{
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return 0.05f;
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}
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#endif
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#include "ffx_fsr2_tcr_autogen.h"
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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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FFX_FSR2_NUM_THREADS
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void main()
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{
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FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(gl_GlobalInvocationID.xy);
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// ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV
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// fetch pre- and post-alpha color values
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FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() );
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FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) );
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FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f);
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FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) );
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FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) );
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FFX_MIN16_F2 outReactiveMask = FFX_MIN16_F2( 0.f, 0.f );
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outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx);
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if (outReactiveMask.y > 0.5f)
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{
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outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx);
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outReactiveMask.x *= FFX_MIN16_F(cbGenerateReactive.fReactiveScale);
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outReactiveMask.x = outReactiveMask.x < cbGenerateReactive.fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( cbGenerateReactive.fReactiveMax );
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}
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outReactiveMask.y *= FFX_MIN16_F(cbGenerateReactive.fTcScale);
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outReactiveMask.x = ffxMax(outReactiveMask.x, FFX_MIN16_F(LoadReactiveMask(uDispatchThreadId)));
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outReactiveMask.y = ffxMax(outReactiveMask.y, FFX_MIN16_F(LoadTransparencyAndCompositionMask(uDispatchThreadId)));
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StoreAutoReactive(uDispatchThreadId, outReactiveMask);
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StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha);
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StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha);
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}
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