2022-04-23 10:59:50 +02:00
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2021-10-17 03:33:58 +02:00
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//!#version 460 core
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types : require
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// FidelityFX Super Resolution Sample
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//
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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layout( push_constant ) uniform constants {
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uvec4 Const0;
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uvec4 Const1;
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uvec4 Const2;
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uvec4 Const3;
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};
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2021-10-23 06:09:29 +02:00
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layout(set=0,binding=0) uniform sampler2D InputTexture;
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layout(set=0,binding=1,rgba16f) uniform image2D OutputTexture;
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#define A_GPU 1
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#define A_GLSL 1
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2021-10-23 06:09:29 +02:00
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#ifndef YUZU_USE_FP16
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#include "ffx_a.h"
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2021-10-23 06:09:29 +02:00
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#if USE_EASU
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#define FSR_EASU_F 1
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AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
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#endif
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#if USE_RCAS
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#define FSR_RCAS_F 1
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#endif
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#else
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#define A_HALF
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#include "ffx_a.h"
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#if USE_EASU
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#define FSR_EASU_H 1
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AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
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AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
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AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
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#endif
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#if USE_RCAS
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#define FSR_RCAS_H 1
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AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
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void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
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#endif
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#endif
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#include "ffx_fsr1.h"
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void CurrFilter(AU2 pos) {
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#if USE_BILINEAR
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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);
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imageStore(OutputTexture, ASU2(pos), textureLod(InputTexture, pp, 0.0));
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#endif
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#if USE_EASU
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#ifndef YUZU_USE_FP16
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AF3 c;
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FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
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imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
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#else
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AH3 c;
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FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
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imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
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#endif
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#endif
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#if USE_RCAS
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#ifndef YUZU_USE_FP16
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AF3 c;
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FsrRcasF(c.r, c.g, c.b, pos, Const0);
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imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
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#else
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AH3 c;
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FsrRcasH(c.r, c.g, c.b, pos, Const0);
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imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
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#endif
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#endif
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}
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layout(local_size_x=64) in;
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void main() {
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
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CurrFilter(gxy);
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gxy.x += 8u;
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CurrFilter(gxy);
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gxy.y += 8u;
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CurrFilter(gxy);
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gxy.x -= 8u;
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CurrFilter(gxy);
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}
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