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-rw-r--r--src/video_core/host_shaders/fidelityfx_fsr.comp116
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diff --git a/src/video_core/host_shaders/fidelityfx_fsr.comp b/src/video_core/host_shaders/fidelityfx_fsr.comp
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+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+//!#version 460 core
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+#extension GL_GOOGLE_include_directive : enable
+#extension GL_EXT_shader_explicit_arithmetic_types : require
+
+// 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( push_constant ) uniform constants {
+ uvec4 Const0;
+ uvec4 Const1;
+ uvec4 Const2;
+ uvec4 Const3;
+};
+
+layout(set=0,binding=0) uniform sampler2D InputTexture;
+layout(set=0,binding=1,rgba16f) uniform image2D OutputTexture;
+
+#define A_GPU 1
+#define A_GLSL 1
+
+#ifndef YUZU_USE_FP16
+ #include "ffx_a.h"
+
+ #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 1
+ AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
+ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+ #endif
+#else
+ #define A_HALF
+ #include "ffx_a.h"
+
+ #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 1
+ 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"
+
+void CurrFilter(AU2 pos) {
+#if USE_BILINEAR
+ AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
+ imageStore(OutputTexture, ASU2(pos), textureLod(InputTexture, pp, 0.0));
+#endif
+#if USE_EASU
+ #ifndef YUZU_USE_FP16
+ AF3 c;
+ FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
+ imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
+ #else
+ AH3 c;
+ FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
+ imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
+ #endif
+#endif
+#if USE_RCAS
+ #ifndef YUZU_USE_FP16
+ AF3 c;
+ FsrRcasF(c.r, c.g, c.b, pos, Const0);
+ imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
+ #else
+ AH3 c;
+ FsrRcasH(c.r, c.g, c.b, pos, Const0);
+ imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
+ #endif
+#endif
+}
+
+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);
+}