Add Games File
This commit is contained in:
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// Copyright Epic Games, Inc. All Rights Reserved.
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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
|
||||
// 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,
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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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//------------------------------------------------------------------------------
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// !!!
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// FidelityFX Super Resolution - Common
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// This header should be included after ffx_a.ush
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// !!!
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// =====================================================================================
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//
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// EOTF Conversions
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//
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// =====================================================================================
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// FSR output device definitions : matching EFSR_OutputDevice enum in PostProcessFSR.cpp
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#define FSR_SRGB 0
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#define FSR_LINEAR 1
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#define FSR_ST2084 2
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#define FSR_scRGB 3
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#define MAX_ODT_NITS_ENUM 0
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#define CONVERT_TO_OUTPUT_DEVICE 0
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#include "/Engine/Private/ACES/ACESCommon.ush"
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#include "/Engine/Private/GammaCorrectionCommon.ush"
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float4 LinearToGamma2(float4 Color) { return sqrt(Color); }
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float3 LinearToGamma2(float3 Color) { return sqrt(Color); }
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float2 LinearToGamma2(float2 Color) { return sqrt(Color); }
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float LinearToGamma2(float Color) { return sqrt(Color); }
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float4 Gamma2ToLinear(float4 Color) { return Color * Color; }
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float3 Gamma2ToLinear(float3 Color) { return Color * Color; }
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float2 Gamma2ToLinear(float2 Color) { return Color * Color; }
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float Gamma2ToLinear(float Color) { return Color * Color; }
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#if ENABLE_FP16
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AH4 LinearToGamma2(AH4 Color) { return sqrt(Color); }
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AH3 LinearToGamma2(AH3 Color) { return sqrt(Color); }
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AH2 LinearToGamma2(AH2 Color) { return sqrt(Color); }
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AH1 LinearToGamma2(AH1 Color) { return sqrt(Color); }
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AH4 Gamma2ToLinear(AH4 Color) { return Color * Color; }
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AH3 Gamma2ToLinear(AH3 Color) { return Color * Color; }
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AH2 Gamma2ToLinear(AH2 Color) { return Color * Color; }
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AH1 Gamma2ToLinear(AH1 Color) { return Color * Color; }
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#endif
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//-----------------------------------------------------------------
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// only float3 ST2084ToLinear() is defined in GammaCorrectionCommon.ush
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float ST2084ToLinear_F(float pq)
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{
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const float m1 = 0.1593017578125; // = 2610. / 4096. * .25;
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const float m2 = 78.84375; // = 2523. / 4096. * 128;
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const float c1 = 0.8359375; // = 2392. / 4096. * 32 - 2413./4096.*32 + 1;
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const float c2 = 18.8515625; // = 2413. / 4096. * 32;
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const float c3 = 18.6875; // = 2392. / 4096. * 32;
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const float C = 10000.;
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float Np = pow(pq, 1. / m2);
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float L = Np - c1;
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L = max(0., L);
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L = L / (c2 - c3 * Np);
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L = pow(L, 1. / m1);
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float P = L * C;
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return P;
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}
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float ST2084ToGamma2(float pq) { return LinearToGamma2(ST2084ToLinear_F(pq)); }
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float2 ST2084ToGamma2(float2 pq) { return LinearToGamma2(float2(ST2084ToLinear_F(pq.r), ST2084ToLinear_F(pq.g))); }
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float3 ST2084ToGamma2(float3 pq) { return LinearToGamma2(ST2084ToLinear(pq)); }
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float4 ST2084ToGamma2(float4 pq) { return LinearToGamma2(float4(ST2084ToLinear(pq.rgb), ST2084ToLinear_F(pq.a))); }
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//-----------------------------------------------------------------
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// Either 1000 or 2000 depending on UE4 Tonemapper enum,
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// should be provided by the engine
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#if MAX_ODT_NITS_ENUM == 1
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#define HDR_MAX_ODT_NITS 2000
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#else
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#define HDR_MAX_ODT_NITS 1000
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#endif
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#define HDR_MAX_NITS 10000
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#define HDR_MAX_NITS_INV 0.0001f
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// matches white point in ST2084ToScRGB()
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#define HDR_WHITE_POINT 80.0f
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float3 Gamma2ToScRGB(float3 Color)
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{
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const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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// Gamma2 -> Linear encoding
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float3 LinearColor_Rec2020 = Gamma2ToLinear(Color);
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// Rec2020 -> sRGB primaries
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float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
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// Linear_sRGB -> scRGB
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return LinearColor_sRGB * scRGBScale;
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}
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float3 scRGBToGamma2(float3 Color_scRGB)
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{
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const float3x3 sRGB_2_Rec2020 = mul(XYZ_2_Rec2020_MAT, sRGB_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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const float scRGBScaleInv = HDR_WHITE_POINT / MaxODTNits;
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// normalize to [0-1]
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Color_scRGB *= scRGBScaleInv;
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// convert primaries sRGB -> Rec2020
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float3 Color_Rec2020 = mul(sRGB_2_Rec2020, Color_scRGB);
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// clamp negatives
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Color_Rec2020 = max(Color_Rec2020, 0);
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// Gamma2-encode
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return LinearToGamma2(Color_Rec2020);
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}
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float3 LinearToScRGB(float3 LinearColor_Rec2020)
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{
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const float3x3 Rec2020_2_sRGB = mul(XYZ_2_sRGB_MAT, Rec2020_2_XYZ_MAT);
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const float MaxODTNits = HDR_MAX_ODT_NITS;
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const float scRGBScale = MaxODTNits / HDR_WHITE_POINT;
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// Rec2020 -> sRGB primaries
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float3 LinearColor_sRGB = mul(Rec2020_2_sRGB, LinearColor_Rec2020);
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// Linear_sRGB -> scRGB
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return LinearColor_sRGB * scRGBScale;
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}
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@@ -0,0 +1,162 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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//------------------------------------------------------------------------------
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//
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// 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.
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//------------------------------------------------------------------------------
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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/ScreenPass.ush"
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// =====================================================================================
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//
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// SHADER RESOURCES
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//
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// =====================================================================================
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uint4 Const0;
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uint4 Const1;
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uint4 Const2;
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uint4 Const3;
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SamplerState samLinearClamp;
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// UE4 GrainIntensity
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float4 GrainRandomFull; // zw:unused
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float4 GrainScaleBiasJitter; // x:Scale y:Bias z:Jitter
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float2 VPColor_ExtentInverse;
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float2 VPColor_ViewportMin;
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// =====================================================================================
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//
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// FIDELITYFX SETUP
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//
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// =====================================================================================
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#define A_GPU 1
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#define A_HLSL 1
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// Note: Input is expected to be in Gamma2-encoding.
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// LDR: This is already the case.
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// HDR: A ColorConversionCS runs before FSR to provide Gamma2 input to FSR passes
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#if ENABLE_FP16
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#define A_HALF
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#include "ffx_a.ush"
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Texture2D<AH4> InputTexture;
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RWTexture2D<AH4> OutputTexture;
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#define FSR_EASU_H 1
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AH4 FsrEasuRH(AF2 p) { AH4 res = InputTexture.GatherRed (samLinearClamp, p, ASU2(0, 0)); return res; }
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AH4 FsrEasuGH(AF2 p) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, ASU2(0, 0)); return res; }
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AH4 FsrEasuBH(AF2 p) { AH4 res = InputTexture.GatherBlue (samLinearClamp, p, ASU2(0, 0)); return res; }
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AH4 FsrEasuAH(AF2 p) { AH4 res = InputTexture.GatherAlpha(samLinearClamp, p, ASU2(0, 0)); return res; }
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AH4 FsrEasuRHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherRed (samLinearClamp, p, o); return res; }
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AH4 FsrEasuGHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherGreen(samLinearClamp, p, o); return res; }
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AH4 FsrEasuBHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherBlue (samLinearClamp, p, o); return res; }
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AH4 FsrEasuAHO(AF2 p, ASW2 o) { AH4 res = InputTexture.GatherAlpha(samLinearClamp, p, o); return res; }
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AH4 FsrEasuSampleH(AF2 p) { AH4 res = InputTexture.SampleLevel(samLinearClamp, p, 0); return res; }
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#else
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#include "ffx_a.ush"
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Texture2D InputTexture;
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RWTexture2D<float4> OutputTexture;
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#define FSR_EASU_F 1
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AF4 FsrEasuRF(AF2 p) { AF4 res = InputTexture.GatherRed (samLinearClamp, p, ASU2(0, 0)); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = InputTexture.GatherGreen(samLinearClamp, p, ASU2(0, 0)); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = InputTexture.GatherBlue (samLinearClamp, p, ASU2(0, 0)); return res; }
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AF4 FsrEasuAF(AF2 p) { AF4 res = InputTexture.GatherAlpha(samLinearClamp, p, ASU2(0, 0)); return res; }
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#endif
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// should be included after ffx_a.ush, defines FSR_OUTPUTDEVICE
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#include "PostProcessMobileFFX_Common.ush"
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#include "ffx_fsr1.ush"
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// =====================================================================================
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//
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// FIDELITYFX SUPER RESOLUTION
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//
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// =====================================================================================
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#if ENABLE_FP16
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AH4 FidelityFXSuperResolution(AU2 gxy)
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#else
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AF4 FidelityFXSuperResolution(AU2 gxy)
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#endif
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{
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//
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// FSR / EASU()
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//
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#if ENABLE_FP16
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AH4 Gamma2Color = AH4(0,0,0,0);
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#if ES3_1_PROFILE
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FsrEasuL(Gamma2Color, gxy, Const0, Const1, Const2, Const3);
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#else
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FsrEasuH(Gamma2Color, gxy, Const0, Const1, Const2, Const3);
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#endif
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#else
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AF4 Gamma2Color = AF4(0,0,0,0);
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FsrEasuF(Gamma2Color, gxy, Const0, Const1, Const2, Const3);
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#endif // ENABLE_FP16
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#if !USE_PASSTHROUGH_ALPHA
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Gamma2Color.a = 1;
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#endif // !USE_PASSTHROUGH_ALPHA
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return Gamma2Color;
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}
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// =====================================================================================
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//
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// ENTRY POINTS
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//
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// =====================================================================================
|
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#if COMPUTE_SHADER
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[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
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void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
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{
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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// Threadgroup of 64 threads, each working on a cache-friendly 2x2 region (= 16x16 workgroup if 1px/thread assumed)
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AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy);
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gxy.x += 8u;
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OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy);
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gxy.y += 8u;
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OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy);
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gxy.x -= 8u;
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OutputTexture[gxy + VPColor_ViewportMin] = FidelityFXSuperResolution(gxy);
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}
|
||||
#endif // COMPUTE SHADER
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||||
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||||
#if ENABLE_FP16
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void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out AH4 OutColor : SV_Target0)
|
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{
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AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin);
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OutColor = FidelityFXSuperResolution(gxy);
|
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}
|
||||
#else
|
||||
void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
|
||||
{
|
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AU2 gxy = AU2(SvPosition.xy - VPColor_ViewportMin);
|
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OutColor = FidelityFXSuperResolution(gxy);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,190 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
//------------------------------------------------------------------------------
|
||||
// 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.
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
// FidelityFX Super Resolution - Robust Contrast Adaptive Sharpening
|
||||
|
||||
#include "/Engine/Private/Common.ush"
|
||||
#include "/Engine/Private/ScreenPass.ush"
|
||||
|
||||
|
||||
// =====================================================================================
|
||||
//
|
||||
// SHADER RESOURCES
|
||||
//
|
||||
// =====================================================================================
|
||||
|
||||
// RCAS params
|
||||
uint4 Const0;
|
||||
float2 VPColor_ExtentInverse;
|
||||
|
||||
|
||||
// =====================================================================================
|
||||
//
|
||||
// FIDELITYFX SETUP
|
||||
//
|
||||
// =====================================================================================
|
||||
#define A_HLSL 1
|
||||
#define A_GPU 1
|
||||
|
||||
#if USE_RCAS_DENOISE
|
||||
#define FSR_RCAS_DENOISE 1
|
||||
#endif
|
||||
|
||||
#if USE_PASSTHROUGH_ALPHA
|
||||
#define FSR_RCAS_PASSTHROUGH_ALPHA 1
|
||||
#endif
|
||||
|
||||
#if ENABLE_FP16
|
||||
#define FSR_RCAS_H 1
|
||||
#define FSR_RCAS_HX2 1
|
||||
#define A_HALF 1
|
||||
#include "ffx_a.ush"
|
||||
|
||||
Texture2D<AH4> InputTexture;
|
||||
RWTexture2D<AH4> OutputTexture;
|
||||
AH4 FsrRcasLoadH(min16int2 p) {return InputTexture.Load(int3(p, 0));}
|
||||
AH4 FsrRcasLoadHx2(min16int2 p){return InputTexture.Load(int3(p, 0));}
|
||||
#else
|
||||
#define FSR_RCAS_F 1
|
||||
#include "ffx_a.ush"
|
||||
|
||||
Texture2D InputTexture;
|
||||
RWTexture2D<float4> OutputTexture;
|
||||
AF4 FsrRcasLoadF(int2 p){return InputTexture.Load(int3(p, 0));}
|
||||
#endif
|
||||
|
||||
// should be included after ffx_a.ush, defines FSR_OUTPUTDEVICE
|
||||
#include "PostProcessMobileFFX_Common.ush"
|
||||
|
||||
|
||||
// Note: Input is expected to be in Gamma2-encoding.
|
||||
// LDR: This is already the case.
|
||||
// HDR: A ColorConversionCS runs before FSR to provide Gamma2 input to FSR passes
|
||||
#if ENABLE_FP16
|
||||
void FsrRcasInputH (inout AH1 r,inout AH1 g,inout AH1 b){} // RCAS is done in perceptual space (sRGB~Gamma2)
|
||||
void FsrRcasInputHx2(inout AH2 r,inout AH2 g,inout AH2 b){} // Hence, no need to modify r/g/b
|
||||
#else
|
||||
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b){}
|
||||
#endif
|
||||
|
||||
|
||||
#include "ffx_fsr1.ush"
|
||||
|
||||
|
||||
// =====================================================================================
|
||||
//
|
||||
// RCAS IMPLEMENTATION
|
||||
//
|
||||
// =====================================================================================
|
||||
#if ENABLE_FP16 // half precision floating point
|
||||
AH4 RCASPassCommon(AU2 gxy)
|
||||
#else
|
||||
AF4 RCASPassCommon(AU2 gxy)
|
||||
#endif
|
||||
{
|
||||
//
|
||||
// RCAS()
|
||||
//
|
||||
#if ENABLE_FP16 // half precision floating point
|
||||
|
||||
#if USE_PASSTHROUGH_ALPHA
|
||||
|
||||
AH4 Gamma2Color = AH4(0, 0, 0, 0);
|
||||
FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0);
|
||||
|
||||
#else
|
||||
|
||||
AH4 Gamma2Color = AH4(0, 0, 0, 1);
|
||||
FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0);
|
||||
|
||||
#endif // USE_PASSTHROUGH_ALPHA
|
||||
|
||||
#else // FP32 - full precision floating point
|
||||
|
||||
#if USE_PASSTHROUGH_ALPHA
|
||||
|
||||
AF4 Gamma2Color = AF4(0, 0, 0, 0);
|
||||
FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, Gamma2Color.a, gxy, Const0);
|
||||
|
||||
#else
|
||||
|
||||
AF4 Gamma2Color = AF4(0, 0, 0, 1);
|
||||
FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, Const0);
|
||||
|
||||
#endif // USE_PASSTHROUGH_ALPHA
|
||||
|
||||
#endif // ENABLE_FP16
|
||||
|
||||
return Gamma2Color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// =====================================================================================
|
||||
//
|
||||
// ENTRY POINTS
|
||||
//
|
||||
// =====================================================================================
|
||||
#if COMPUTE_SHADER
|
||||
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
|
||||
void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 Dtid : SV_DispatchThreadID)
|
||||
{
|
||||
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
|
||||
AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
|
||||
|
||||
#if ENABLE_FP16
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.x += 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.y += 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.x -= 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
#else
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.x += 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.y += 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
|
||||
gxy.x -= 8u;
|
||||
OutputTexture[gxy] = RCASPassCommon(gxy);
|
||||
#endif
|
||||
}
|
||||
#endif // COMPUTE_SHADER
|
||||
|
||||
#if ENABLE_FP16
|
||||
void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out AH4 OutColor : SV_Target0)
|
||||
{
|
||||
AU2 gxy = AU2(SvPosition.xy);
|
||||
OutColor = RCASPassCommon(gxy);
|
||||
}
|
||||
#else
|
||||
void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
|
||||
{
|
||||
AU2 gxy = AU2(SvPosition.xy);
|
||||
OutColor = RCASPassCommon(gxy);
|
||||
}
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user