From 2ed9586130a7b1de6aefc2aede464c4d3430d484 Mon Sep 17 00:00:00 2001 From: Liam Date: Mon, 15 Jan 2024 10:19:02 -0500 Subject: renderer_vulkan: convert FSR to graphics pipeline --- src/video_core/host_shaders/fidelityfx_fsr.frag | 110 ++++++++++++++++++++++++ 1 file changed, 110 insertions(+) create mode 100644 src/video_core/host_shaders/fidelityfx_fsr.frag (limited to 'src/video_core/host_shaders/fidelityfx_fsr.frag') diff --git a/src/video_core/host_shaders/fidelityfx_fsr.frag b/src/video_core/host_shaders/fidelityfx_fsr.frag new file mode 100644 index 000000000..a266e1c4e --- /dev/null +++ b/src/video_core/host_shaders/fidelityfx_fsr.frag @@ -0,0 +1,110 @@ +// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +//!#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; + +#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" + +#if USE_RCAS + layout(location = 0) in vec2 frag_texcoord; +#endif +layout (location = 0) out vec4 frag_color; + +void CurrFilter(AU2 pos) { +#if USE_EASU + #ifndef YUZU_USE_FP16 + AF3 c; + FsrEasuF(c, pos, Const0, Const1, Const2, Const3); + frag_color = AF4(c, 1.0); + #else + AH3 c; + FsrEasuH(c, pos, Const0, Const1, Const2, Const3); + frag_color = AH4(c, 1.0); + #endif +#endif +#if USE_RCAS + #ifndef YUZU_USE_FP16 + AF3 c; + FsrRcasF(c.r, c.g, c.b, pos, Const0); + frag_color = AF4(c, 1.0); + #else + AH3 c; + FsrRcasH(c.r, c.g, c.b, pos, Const0); + frag_color = AH4(c, 1.0); + #endif +#endif +} + +void main() { +#if USE_RCAS + CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0)))); +#else + CurrFilter(AU2(gl_FragCoord.xy)); +#endif +} -- cgit v1.2.3