godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_accumulate_pass.glsl
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

92 lines
4.0 KiB
GLSL

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 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.
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_samplerless_texture_functions : require
// Needed for rw_upscaled_output declaration
#extension GL_EXT_shader_image_load_formatted : require
#define FSR2_BIND_SRV_INPUT_EXPOSURE 0
#define FSR2_BIND_SRV_DILATED_REACTIVE_MASKS 1
#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 2
#else
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2
#endif
#define FSR2_BIND_SRV_INTERNAL_UPSCALED 3
#define FSR2_BIND_SRV_LOCK_STATUS 4
#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6
#define FSR2_BIND_SRV_LUMA_INSTABILITY 7
#define FSR2_BIND_SRV_LANCZOS_LUT 8
#define FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT 9
#define FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS 10
#define FSR2_BIND_SRV_AUTO_EXPOSURE 11
#define FSR2_BIND_SRV_LUMA_HISTORY 12
#define FSR2_BIND_UAV_INTERNAL_UPSCALED 13
#define FSR2_BIND_UAV_LOCK_STATUS 14
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 15
#define FSR2_BIND_UAV_NEW_LOCKS 16
#define FSR2_BIND_UAV_LUMA_HISTORY 17
#define FSR2_BIND_CB_FSR2 18
// -- GODOT start --
#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
#define FSR2_BIND_SRV_INPUT_DEPTH 5
#endif
// -- GODOT end --
#include "ffx_fsr2_callbacks_glsl.h"
#include "ffx_fsr2_common.h"
#include "ffx_fsr2_sample.h"
#include "ffx_fsr2_upsample.h"
#include "ffx_fsr2_postprocess_lock_status.h"
#include "ffx_fsr2_reproject.h"
#include "ffx_fsr2_accumulate.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
#endif // FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#define FFX_FSR2_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_FSR2_NUM_THREADS
#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in;
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_FSR2_NUM_THREADS
void main()
{
uvec2 uGroupId = gl_WorkGroupID.xy;
const uint GroupRows = (uint(DisplaySize().y) + FFX_FSR2_THREAD_GROUP_HEIGHT - 1) / FFX_FSR2_THREAD_GROUP_HEIGHT;
uGroupId.y = GroupRows - uGroupId.y - 1;
uvec2 uDispatchThreadId = uGroupId * uvec2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + gl_LocalInvocationID.xy;
Accumulate(ivec2(uDispatchThreadId));
}