109 lines
3.7 KiB
GLSL
109 lines
3.7 KiB
GLSL
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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_AMD_gpu_shader_half_float : enable
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#extension GL_NV_gpu_shader5 : enable
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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 (location = 0) uniform uvec4 constants[4];
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#define A_GPU 1
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#define A_GLSL 1
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#ifdef YUZU_USE_FP16
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#define A_HALF
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#endif
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#include "ffx_a.h"
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#ifndef YUZU_USE_FP16
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layout (binding=0) uniform sampler2D InputTexture;
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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
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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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layout (binding=0) uniform sampler2D InputTexture;
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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
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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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#if USE_RCAS
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layout(location = 0) in vec2 frag_texcoord;
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#endif
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layout (location = 0) out vec4 frag_color;
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void CurrFilter(AU2 pos)
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{
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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, constants[0], constants[1], constants[2], constants[3]);
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frag_color = AF4(c, 1.0);
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#else
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AH3 c;
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FsrEasuH(c, pos, constants[0], constants[1], constants[2], constants[3]);
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frag_color = AH4(c, 1.0);
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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, constants[0]);
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frag_color = AF4(c, 1.0);
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#else
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AH3 c;
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FsrRcasH(c.r, c.g, c.b, pos, constants[0]);
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frag_color = AH4(c, 1.0);
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#endif
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#endif
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}
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void main()
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{
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#if USE_RCAS
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CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
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#else
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CurrFilter(AU2(gl_FragCoord.xy));
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#endif
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}
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