// Based on the AMD FidelityFX Super Resolution 1.0 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. // The #version line and FSR_PASS_EASU come from the backend, because FSR_EASU_F/FSR_RCAS_F are // preprocessor gates deciding which function bodies ffx_fsr1.h emits at all. Selecting the pass // with a specialization constant the way cas.glsl does would leave both calls unresolved. #define A_GPU 1 #define A_GLSL 1 // FSR needs the 2021 revision of the portability header; ffx_a.h in this directory is the 2019 one // that ffx_cas.h and the Metal backend are patched against, and must not be used here. #include "ffx_a_fsr1.h" // Both passes share this block so that one pipeline layout serves both. RCAS only reads Const0 and // Sample, but Sample sits at offset 64 regardless, so the host has to push all five vectors. layout(push_constant) uniform const_buffer { uvec4 Const0; uvec4 Const1; uvec4 Const2; uvec4 Const3; uvec4 Sample; }; // EASU reads through textureGather, so unlike CAS this has to be a combined image sampler rather // than a plain sampled image. layout(set=0, binding=0) uniform sampler2D imgSrc; layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst; #if FSR_PASS_EASU #define FSR_EASU_F 1 AF4 FsrEasuRF(AF2 p) { return textureGather(imgSrc, p, 0); } AF4 FsrEasuGF(AF2 p) { return textureGather(imgSrc, p, 1); } AF4 FsrEasuBF(AF2 p) { return textureGather(imgSrc, p, 2); } #else #define FSR_RCAS_F 1 AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(imgSrc, ASU2(p), 0); } // Our input is already linear and between 0 and 1, so nothing to transform. See ffx_fsr1.h void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} #endif #include "ffx_fsr1.h" void CurrFilter(AU2 pos) { AF3 c; #if FSR_PASS_EASU FsrEasuF(c, pos, Const0, Const1, Const2, Const3); #else FsrRcasF(c.r, c.g, c.b, pos, Const0); #endif // Sample.x selects AMD's gamma2 output path, which we never want - the host zeroes it. It is // read unconditionally, so a short push constant write would square the whole image. if (Sample.x == 1u) c *= c; imageStore(imgDst, ASU2(pos), AF4(c, 1.0)); } layout(local_size_x=64) in; void main() { // 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); }