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Diffstat (limited to 'src/video_core/host_shaders/fidelityfx_fsr.comp')
-rw-r--r--src/video_core/host_shaders/fidelityfx_fsr.comp106
1 files changed, 54 insertions, 52 deletions
diff --git a/src/video_core/host_shaders/fidelityfx_fsr.comp b/src/video_core/host_shaders/fidelityfx_fsr.comp
index cbb601580..6b97f789d 100644
--- a/src/video_core/host_shaders/fidelityfx_fsr.comp
+++ b/src/video_core/host_shaders/fidelityfx_fsr.comp
@@ -28,80 +28,82 @@
// THE SOFTWARE.
layout( push_constant ) uniform constants {
- u32vec2 input_size;
+ uvec4 Const0;
+ uvec4 Const1;
+ uvec4 Const2;
+ uvec4 Const3;
};
-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
-#define A_HALF
-#include "ffx_a.h"
+#ifndef YUZU_USE_FP16
+ #include "ffx_a.h"
-f16vec4 LinearToSRGB(f16vec4 linear) {
- bvec4 selector = greaterThan(linear, f16vec4(0.00313066844250063));
- f16vec4 low = linear * float16_t(12.92);
- f16vec4 high = float16_t(1.055) * pow(linear, f16vec4(1 / 2.4)) - float16_t(0.055);
- return mix(low, high, selector);
-}
-
-f16vec4 SRGBToLinear(f16vec4 srgb) {
- bvec4 selector = greaterThan(srgb, f16vec4(0.0404482362771082));
- f16vec4 low = srgb * float16_t(1.0 / 12.92);
- f16vec4 high = pow((srgb + float16_t(0.055)) * float16_t(1.0 / 1.055), f16vec4(2.4));
- return mix(low, high, selector);
-}
+ #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
- f16vec4 FsrEasuRH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 0)); return res; }
- f16vec4 FsrEasuGH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 1)); return res; }
- f16vec4 FsrEasuBH(vec2 p) { f16vec4 res = f16vec4(textureGather(InputTexture, p, 2)); return res; }
-#endif
-#if USE_RCAS
- #define FSR_RCAS_H 1
- f16vec4 FsrRcasLoadH(ASW2 p) { return f16vec4(texelFetch(InputTexture, ASU2(p), 0)); }
- void FsrRcasInputH(inout float16_t r, inout float16_t g, inout float16_t b) {}
+ #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(u32vec2 pos) {
- // For debugging
+void CurrFilter(AU2 pos) {
#if USE_BILINEAR
- vec2 pp = (vec2(pos) * vec2_AU2(Const0.xy) + vec2_AU2(Const0.zw)) * vec2_AU2(Const1.xy) + vec2(0.5, -0.5) * vec2_AU2(Const1.zw);
- imageStore(OutputTexture, ivec2(pos), textureLod(InputTexture, pp, 0.0));
+ 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
- f16vec3 c;
- FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
- imageStore(OutputTexture, ivec2(pos), f16vec4(c, 1));
+ #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
- f16vec3 c;
- FsrRcasH(c.r, c.g, c.b, pos, Const0);
- imageStore(OutputTexture, ivec2(pos), f16vec4(c, 1));
+ #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() {
-
-#if USE_EASU || USE_BILINEAR
- vec2 ires = vec2(input_size);
- vec2 tres = textureSize(InputTexture, 0);
- vec2 ores = imageSize(OutputTexture);
- FsrEasuCon(Const0, Const1, Const2, Const3, ires.x, ires.y, tres.x, tres.y, ores.x, ores.y);
-#endif
-#if USE_RCAS
- FsrRcasCon(Const0, 0.25f);
-#endif
-
// 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);