yuzu/src/video_core/host_shaders/fidelityfx_fsr.comp
Morph 99ceb03a1c general: Convert source file copyright comments over to SPDX
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-23 05:55:32 -04:00

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// 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);
}