// 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; 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); }