16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 13:59:19 +02:00

Some renaming

This commit is contained in:
2025-04-15 01:32:56 +02:00
parent 12d6a1578d
commit a39d972126
864 changed files with 29 additions and 34 deletions

View File

@@ -0,0 +1,46 @@
# This file is part of the FidelityFX SDK.
#
# Copyright (C) 2024 Advanced Micro Devices, Inc.
#
# 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.
set(LENS_BASE_ARGS
-reflection -deps=gcc -DFFX_GPU=1)
set(LENS_PERMUTATION_ARGS
-DFFX_LENS_OPTION_LINEAR_SAMPLE={0,1}
-DFFX_LENS_OPTION_WAVE_INTEROP_LDS={0,1})
set(LENS_INCLUDE_ARGS
"${FFX_GPU_PATH}"
"${FFX_GPU_PATH}/lens")
if (NOT LENS_SHADER_EXT)
set(LENS_SHADER_EXT *)
endif()
file(GLOB LENS_SHADERS
"shaders/lens/ffx_lens_pass.${LENS_SHADER_EXT}")
compile_shaders_with_depfile(
"${FFX_SC_EXECUTABLE}"
"${LENS_BASE_ARGS}" "${LENS_API_BASE_ARGS}" "${LENS_PERMUTATION_ARGS}" "${LENS_INCLUDE_ARGS}"
"${LENS_SHADERS}" "${FFX_PASS_SHADER_OUTPUT_PATH}" LENS_PERMUTATION_OUTPUTS)
add_shader_output("${LENS_PERMUTATION_OUTPUTS}")

View File

@@ -0,0 +1,284 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
/// @defgroup FfxGPULens FidelityFX Lens
/// FidelityFX Lens GPU documentation
///
/// @ingroup FfxGPUEffects
// Noise function used as basis for film grain effect
FfxUInt32x3 pcg3d16(FfxUInt32x3 v)
{
v = v * 12829u + 47989u;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
v >>= 16u;
return v;
}
// Simplex noise, transforms given position onto triangle grid
// This logic should be kept at 32-bit floating point precision. 16 bits causes artifacting.
FfxFloat32x2 simplex(const in FfxFloat32x2 P)
{
// Skew and unskew factors are a bit hairy for 2D, so define them as constants
const FfxFloat32 F2 = (sqrt(3.0) - 1.0) / 2.0; // 0.36602540378
const FfxFloat32 G2 = (3.0 - sqrt(3.0)) / 6.0; // 0.2113248654
// Skew the (x,y) space to determine which cell of 2 simplices we're in
FfxFloat32 u = (P.x + P.y) * F2;
FfxFloat32x2 Pi = round(P + u);
FfxFloat32 v = (Pi.x + Pi.y) * G2;
FfxFloat32x2 P0 = Pi - v; // Unskew the cell origin back to (x,y) space
FfxFloat32x2 Pf0 = P - P0; // The x,y distances from the cell origin
return FfxFloat32x2(Pf0);
}
#if FFX_HALF
FfxFloat16x2 toFloat16(FfxUInt32x2 inputVal)
{
return FfxFloat16x2(inputVal * (1.0 / 65536.0) - 0.5);
}
FfxFloat16x3 toFloat16(FfxUInt32x3 inputVal)
{
return FfxFloat16x3(inputVal * (1.0 / 65536.0) - 0.5);
}
/// Function call to calculate the red and green wavelength/channel sample offset values.
///
/// @param chromAbIntensity Intensity constant value for the chromatic aberration effect.
/// @return FfxFloat32x2 containing the red and green wavelength/channel magnitude values
/// @ingroup FfxGPULens
FfxFloat16x2 FfxLensGetRGMag(FfxFloat16 chromAbIntensity)
{
const FfxFloat16 A = FfxFloat16(1.5220);
const FfxFloat16 B = FfxFloat16(0.00459) * chromAbIntensity; // um^2
const FfxFloat16 redWaveLengthUM = FfxFloat16(0.612 * 0.612);
const FfxFloat16 greenWaveLengthUM = FfxFloat16(0.549 * 0.549);
const FfxFloat16 blueWaveLengthUM = FfxFloat16(0.464 * 0.464);
const FfxFloat16 redIdxRefraction = A + B / (redWaveLengthUM);
const FfxFloat16 greenIdxRefraction = A + B / (greenWaveLengthUM);
const FfxFloat16 blueIdxRefraction = A + B / (blueWaveLengthUM);
const FfxFloat16 redMag = (redIdxRefraction - FfxFloat16(1.0)) / (blueIdxRefraction - FfxFloat16(1.0));
const FfxFloat16 greenMag = (greenIdxRefraction - FfxFloat16(1.0)) / (blueIdxRefraction - FfxFloat16(1.0));
return FfxFloat16x2(redMag, greenMag);
}
/// Function call to apply chromatic aberration effect when sampling the color input texture.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param centerCoord The center window coordinate of the screen.
/// @param redMag Magnitude value for the offset calculation of the red wavelength (texture channel).
/// @param greenMag Magnitude value for the offset calculation of the green wavelength (texture channel).
/// @return The final sampled RGB color.
/// @ingroup FfxGPULens
FfxFloat16x3 FfxLensSampleWithChromaticAberration(FfxInt32x2 coord, FfxInt32x2 centerCoord, FfxFloat16 redMag, FfxFloat16 greenMag)
{
FfxFloat16x2 coordfp16 = FfxFloat16x2(coord);
FfxFloat16x2 centerCoordfp16 = FfxFloat16x2(centerCoord);
FfxFloat16x2 redShift = (coordfp16 - centerCoordfp16) * redMag + centerCoordfp16 + FfxFloat16x2(0.5, 0.5);
redShift *= FfxFloat16x2(ffxReciprocal(FfxFloat16(2.0) * centerCoordfp16));
FfxFloat16x2 greenShift = (coordfp16 - centerCoordfp16) * greenMag + centerCoordfp16 + FfxFloat16x2(0.5, 0.5);
greenShift *= FfxFloat16x2(ffxReciprocal(FfxFloat16(2.0) * centerCoordfp16));
FfxFloat16 red = FfxLensSampleR(redShift);
FfxFloat16 green = FfxLensSampleG(greenShift);
FfxFloat16 blue = FfxLensSampleB(coordfp16 * ffxReciprocal(FfxFloat16(2.0) * centerCoordfp16));
return FfxFloat16x3(red, green, blue);
}
/// Function call to apply film grain effect to inout color. This call could be skipped entirely as the choice to use the film grain is optional.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param color The current running color, or more clearly, the sampled input color texture color after being modified by chromatic aberration function.
/// @param grainScaleVal Scaling constant value for the grain's noise frequency.
/// @param grainAmountVal Intensity constant value of the grain effect.
/// @param grainSeedVal Seed value for the grain noise, for example, to change how the noise functions effect the grain frame to frame.
/// @ingroup FfxGPULens
void FfxLensApplyFilmGrain(FfxInt32x2 coord, inout FfxFloat16x3 color, FfxFloat16 grainScaleVal, FfxFloat16 grainAmountVal, uint grainSeedVal)
{
FfxFloat32x2 randomNumberFine = toFloat16(pcg3d16(FfxUInt32x3(FfxFloat32x2(coord) / (FfxFloat32(grainScaleVal / 8.0)), grainSeedVal)).xy).xy;
FfxFloat16x2 simplexP = FfxFloat16x2(simplex(FfxFloat32x2(coord) / FfxFloat32(grainScaleVal) + randomNumberFine));
const FfxFloat16 grainShape = FfxFloat16(3.0);
FfxFloat16 grain = FfxFloat16(1.0) - FfxFloat16(2.0) * exp2(-length(simplexP) * grainShape);
color += grain * min(color, FfxFloat16x3(1.0, 1.0, 1.0) - color) * grainAmountVal;
}
/// Function call to apply vignette effect to inout color. This call could be skipped entirely as the choice to use the vignette is optional.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param centerCoord The center window coordinate of the screen.
/// @param color The current running color, or more clearly, the sampled input color texture color after being modified by chromatic aberration and film grain functions.
/// @param vignetteAmount Intensity constant value of the vignette effect.
/// @ingroup FfxGPULens
void FfxLensApplyVignette(FfxInt32x2 coord, FfxInt32x2 centerCoord, inout FfxFloat16x3 color, FfxFloat16 vignetteAmount)
{
FfxFloat16x2 vignetteMask = FfxFloat16x2(0.0, 0.0);
FfxFloat16x2 coordFromCenter = FfxFloat16x2(abs(coord - centerCoord)) / FfxFloat16x2(centerCoord);
const FfxFloat16 piOver4 = FfxFloat16(FFX_PI * 0.25);
vignetteMask = FfxFloat16x2(cos(coordFromCenter * vignetteAmount * piOver4));
vignetteMask = vignetteMask * vignetteMask;
vignetteMask = vignetteMask * vignetteMask;
FfxFloat16 vignetteMaskClamped = FfxFloat16(clamp(vignetteMask.x * vignetteMask.y, 0, 1));
color *= FfxFloat16x3(vignetteMaskClamped, vignetteMaskClamped, vignetteMaskClamped);
}
#else // FFX_HALF
FfxFloat32x2 toFloat16(FfxUInt32x2 inputVal)
{
return FfxFloat32x2(inputVal * (1.0 / 65536.0) - 0.5);
}
FfxFloat32x3 toFloat16(FfxUInt32x3 inputVal)
{
return FfxFloat32x3(inputVal * (1.0 / 65536.0) - 0.5);
}
/// Function call to calculate the red and green wavelength/channel sample offset values.
///
/// @param chromAbIntensity Intensity constant value for the chromatic aberration effect.
/// @return FfxFloat32x2 containing the red and green wavelength/channel magnitude values
/// @ingroup FfxGPULens
FfxFloat32x2 FfxLensGetRGMag(FfxFloat32 chromAbIntensity)
{
const FfxFloat32 A = 1.5220;
const FfxFloat32 B = 0.00459 * chromAbIntensity; // um^2
const FfxFloat32 redWaveLengthUM = 0.612;
const FfxFloat32 greenWaveLengthUM = 0.549;
const FfxFloat32 blueWaveLengthUM = 0.464;
const FfxFloat32 redIdxRefraction = A + B / (redWaveLengthUM * redWaveLengthUM);
const FfxFloat32 greenIdxRefraction = A + B / (greenWaveLengthUM * greenWaveLengthUM);
const FfxFloat32 blueIdxRefraction = A + B / (blueWaveLengthUM * blueWaveLengthUM);
const FfxFloat32 redMag = (redIdxRefraction - 1) / (blueIdxRefraction - 1);
const FfxFloat32 greenMag = (greenIdxRefraction - 1) / (blueIdxRefraction - 1);
return FfxFloat32x2(redMag, greenMag);
}
/// Function call to apply chromatic aberration effect when sampling the color input texture.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param centerCoord The center window coordinate of the screen.
/// @param redMag Magnitude value for the offset calculation of the red wavelength (texture channel).
/// @param greenMag Magnitude value for the offset calculation of the green wavelength (texture channel).
/// @return The final sampled RGB color.
/// @ingroup FfxGPULens
FfxFloat32x3 FfxLensSampleWithChromaticAberration(FfxInt32x2 coord, FfxInt32x2 centerCoord, FfxFloat32 redMag, FfxFloat32 greenMag)
{
FfxFloat32x2 redShift = (coord - centerCoord) * redMag + centerCoord + 0.5;
redShift *= ffxReciprocal(2 * centerCoord);
FfxFloat32x2 greenShift = (coord - centerCoord) * greenMag + centerCoord + 0.5;
greenShift *= ffxReciprocal(2 * centerCoord);
FfxFloat32 red = FfxLensSampleR(redShift);
FfxFloat32 green = FfxLensSampleG(greenShift);
FfxFloat32 blue = FfxLensSampleB(coord * ffxReciprocal(2 * centerCoord));
return FfxFloat32x3(red, green, blue);
}
/// Function call to apply film grain effect to inout color. This call could be skipped entirely as the choice to use the film grain is optional.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param color The current running color, or more clearly, the sampled input color texture color after being modified by chromatic aberration function.
/// @param grainScaleVal Scaling constant value for the grain's noise frequency.
/// @param grainAmountVal Intensity constant value of the grain effect.
/// @param grainSeedVal Seed value for the grain noise, for example, to change how the noise functions effect the grain frame to frame.
/// @ingroup FfxGPULens
void FfxLensApplyFilmGrain(FfxInt32x2 coord, inout FfxFloat32x3 color, FfxFloat32 grainScaleVal, FfxFloat32 grainAmountVal, uint grainSeedVal)
{
FfxFloat32x2 randomNumberFine = toFloat16(pcg3d16(FfxUInt32x3(coord / (grainScaleVal / 8), grainSeedVal)).xy).xy;
FfxFloat32x2 simplexP = simplex(coord / grainScaleVal + randomNumberFine);
const FfxFloat32 grainShape = 3;
FfxFloat32 grain = 1 - 2 * exp2(-length(simplexP) * grainShape);
color += grain * min(color, 1 - color) * grainAmountVal;
}
/// Function call to apply vignette effect to inout color. This call could be skipped entirely as the choice to use the vignette is optional.
///
/// @param coord The input window coordinate [0, widthPixels), [0, heightPixels).
/// @param centerCoord The center window coordinate of the screen.
/// @param color The current running color, or more clearly, the sampled input color texture color after being modified by chromatic aberration and film grain functions.
/// @param vignetteAmount Intensity constant value of the vignette effect.
/// @ingroup FfxGPULens
void FfxLensApplyVignette(FfxInt32x2 coord, FfxInt32x2 centerCoord, inout FfxFloat32x3 color, FfxFloat32 vignetteAmount)
{
FfxFloat32x2 vignetteMask = FfxFloat32x2(0.0, 0.0);
FfxFloat32x2 coordFromCenter = abs(coord - centerCoord) / FfxFloat32x2(centerCoord);
const FfxFloat32 piOver4 = FFX_PI * 0.25;
vignetteMask = cos(coordFromCenter * vignetteAmount * piOver4);
vignetteMask = vignetteMask * vignetteMask;
vignetteMask = vignetteMask * vignetteMask;
color *= clamp(vignetteMask.x * vignetteMask.y, 0, 1);
}
#endif
/// Lens pass entry point.
///
/// @param Gtid Thread index within thread group (SV_GroupThreadID).
/// @param Gidx Group index of thread (SV_GroupID).
/// @ingroup FfxGPULens
void FfxLens(FfxUInt32 Gtid, FfxUInt32x2 Gidx)
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
// Assumes 64,1,1 threadgroup size and an 8x8 api dispatch
FfxInt32x2 Coord = FfxInt32x2(ffxRemapForWaveReduction(Gtid) + FfxUInt32x2(Gidx.x << 3u, Gidx.y << 3u));
// Run Lens
#if FFX_HALF
FfxFloat16x2 RGMag = FfxLensGetRGMag(FfxFloat16(ChromAb()));
FfxFloat16x3 Color = FfxLensSampleWithChromaticAberration(Coord, FfxInt32x2(Center()), RGMag.r, RGMag.g);
FfxLensApplyVignette(Coord, FfxInt32x2(Center()), Color, FfxFloat16(Vignette()));
FfxLensApplyFilmGrain(Coord, Color, FfxFloat16(GrainScale()), FfxFloat16(GrainAmount()), GrainSeed());
#else // FFX_HALF
FfxFloat32x2 RGMag = FfxLensGetRGMag(ChromAb());
FfxFloat32x3 Color = FfxLensSampleWithChromaticAberration(Coord, FfxInt32x2(Center()), RGMag.r, RGMag.g);
FfxLensApplyVignette(Coord, FfxInt32x2(Center()), Color, Vignette());
FfxLensApplyFilmGrain(Coord, Color, GrainScale(), GrainAmount(), GrainSeed());
#endif
StoreLensOutput(Coord, Color);
}

View File

@@ -0,0 +1,178 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#include "ffx_lens_resources.h"
#if defined(FFX_GPU)
#include "ffx_core.h"
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // #ifndef FFX_PREFER_WAVE64
#pragma warning(disable: 3205) // conversion from larger type to smaller
#if defined(LENS_BIND_CB_LENS)
layout(set = 0, binding = LENS_BIND_CB_LENS, std140) uniform cbLens_t
{
FfxFloat32 grainScale;
FfxFloat32 grainAmount;
FfxUInt32 grainSeed;
FfxUInt32 pad;
FfxUInt32x2 center;
FfxFloat32 chromAb;
FfxFloat32 vignette;
#define FFX_LENS_CONSTANT_BUFFER_1_SIZE 8 // Number of 32-bit values. This must be kept in sync with the cbLens size.
} cbLens;
#endif
FfxFloat32 GrainScale()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.grainScale;
#else
return 0;
#endif
}
FfxFloat32 GrainAmount()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.grainAmount;
#else
return 0.0;
#endif
}
FfxUInt32 GrainSeed()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.grainSeed;
#else
return 0;
#endif
}
FfxUInt32x2 Center()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.center;
#else
return FfxUInt32x2(0, 0);
#endif
}
FfxFloat32 Vignette()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.vignette;
#else
return 0.0;
#endif
}
FfxFloat32 ChromAb()
{
#ifdef LENS_BIND_CB_LENS
return cbLens.chromAb;
#else
return 0.0;
#endif
}
layout(set = 0, binding = 1000) uniform sampler s_LinearClamp;
// SRVs
#if defined LENS_BIND_SRV_INPUT_TEXTURE
layout(set = 0, binding = LENS_BIND_SRV_INPUT_TEXTURE) uniform texture2D r_input_texture;
#endif
// UAVs
#if defined LENS_BIND_UAV_OUTPUT_TEXTURE
layout(set = 0, binding = LENS_BIND_UAV_OUTPUT_TEXTURE, rgba32f) uniform image2D rw_output_texture;
#endif
#if FFX_HALF
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleR(FfxFloat32x2 fPxPos)
{
return FfxFloat16(texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).r);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleG(FfxFloat32x2 fPxPos)
{
return FfxFloat16(texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).g);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleB(FfxFloat32x2 fPxPos)
{
return FfxFloat16(texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).b);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
void StoreLensOutput(FfxInt32x2 iPxPos, FfxFloat16x3 fColor)
{
imageStore(rw_output_texture, iPxPos, FfxFloat32x4(fColor, 1.0));
}
#endif // defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
#else // FFX_HALF
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleR(FfxFloat32x2 fPxPos)
{
return texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).r;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleG(FfxFloat32x2 fPxPos)
{
return texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).g;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleB(FfxFloat32x2 fPxPos)
{
return texture(sampler2D(r_input_texture, s_LinearClamp), fPxPos).b;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
void StoreLensOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
{
imageStore(rw_output_texture, iPxPos, FfxFloat32x4(fColor, 1.0));
}
#endif // defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
#endif // FFX_HALF
#endif // #if defined(FFX_GPU)

View File

@@ -0,0 +1,196 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#include "ffx_lens_resources.h"
#if defined(FFX_GPU)
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic push
#pragma dxc diagnostic ignored "-Wambig-lit-shift"
#endif //__hlsl_dx_compiler
#include "ffx_core.h"
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic pop
#endif //__hlsl_dx_compiler
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // #ifndef FFX_PREFER_WAVE64
#pragma warning(disable: 3205) // conversion from larger type to smaller
#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
#define DECLARE_CB_REGISTER(regIndex) b##regIndex
#define FFX_LENS_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
#define FFX_LENS_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
#define FFX_LENS_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
#if defined(LENS_BIND_CB_LENS)
cbuffer cbLens : FFX_LENS_DECLARE_CB(LENS_BIND_CB_LENS)
{
FfxFloat32 grainScale;
FfxFloat32 grainAmount;
FfxUInt32 grainSeed;
FfxUInt32 pad;
FfxUInt32x2 center;
FfxFloat32 chromAb;
FfxFloat32 vignette;
#define FFX_LENS_CONSTANT_BUFFER_1_SIZE 8 // Number of 32-bit values. This must be kept in sync with the cbLens size.
};
#else
#define grainScale 0
#define grainAmount 0
#define grainSeed 0
#define pad 0
#define center uint2(0,0)
#define vignette 0.0
#define chromAb 0.0
#endif
#if defined(FFX_GPU)
#define FFX_LENS_ROOTSIG_STRINGIFY(p) FFX_LENS_ROOTSIG_STR(p)
#define FFX_LENS_ROOTSIG_STR(p) #p
#define FFX_LENS_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_LENS_ROOTSIG_STRINGIFY(FFX_LENS_RESOURCE_IDENTIFIER_COUNT) ")), " \
"DescriptorTable(SRV(t0, numDescriptors = " FFX_LENS_ROOTSIG_STRINGIFY(FFX_LENS_RESOURCE_IDENTIFIER_COUNT) ")), " \
"CBV(b0), " \
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"comparisonFunc = COMPARISON_NEVER, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
#if defined(FFX_LENS_EMBED_ROOTSIG)
#define FFX_LENS_EMBED_ROOTSIG_CONTENT FFX_LENS_ROOTSIG
#else
#define FFX_LENS_EMBED_ROOTSIG_CONTENT
#endif // #if FFX_LENS_EMBED_ROOTSIG
#endif // #if defined(FFX_GPU)
FfxFloat32 GrainScale()
{
return grainScale;
}
FfxFloat32 GrainAmount()
{
return grainAmount;
}
FfxUInt32 GrainSeed()
{
return grainSeed;
}
FfxUInt32x2 Center()
{
return center;
}
FfxFloat32 Vignette()
{
return vignette;
}
FfxFloat32 ChromAb()
{
return chromAb;
}
SamplerState s_LinearClamp : register(s0);
// SRVs
#if defined LENS_BIND_SRV_INPUT_TEXTURE
Texture2D<FfxFloat32x4> r_input_texture : FFX_LENS_DECLARE_SRV(LENS_BIND_SRV_INPUT_TEXTURE);
#endif
// UAVs
#if defined LENS_BIND_UAV_OUTPUT_TEXTURE
RWTexture2D<FfxFloat32x4> rw_output_texture : FFX_LENS_DECLARE_UAV(LENS_BIND_UAV_OUTPUT_TEXTURE);
#endif
#if FFX_HALF
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleR(FfxFloat32x2 fPxPos)
{
return FfxFloat16(r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).r);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleG(FfxFloat32x2 fPxPos)
{
return FfxFloat16(r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).g);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat16 FfxLensSampleB(FfxFloat32x2 fPxPos)
{
return FfxFloat16(r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).b);
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
void StoreLensOutput(FfxInt32x2 iPxPos, FfxFloat16x3 fColor)
{
rw_output_texture[iPxPos] = FfxFloat32x4(fColor, 1.0);
}
#endif // defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
#else // FFX_HALF
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleR(FfxFloat32x2 fPxPos)
{
return r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).r;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleG(FfxFloat32x2 fPxPos)
{
return r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).g;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_SRV_INPUT_TEXTURE)
FfxFloat32 FfxLensSampleB(FfxFloat32x2 fPxPos)
{
return r_input_texture.SampleLevel(s_LinearClamp, fPxPos, 0).b;
}
#endif // defined(LENS_BIND_SRV_INPUT_TEXTURE)
#if defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
void StoreLensOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
{
rw_output_texture[iPxPos] = FfxFloat32x4(fColor, 1.0);
}
#endif // defined(LENS_BIND_UAV_OUTPUT_TEXTURE)
#endif // FFX_HALF
#endif // #if defined(FFX_GPU)

View File

@@ -0,0 +1,38 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#ifndef FFX_LENS_RESOURCES_H
#define FFX_LENS_RESOURCES_H
#if defined(FFX_CPU) || defined(FFX_GPU)
#define FFX_LENS_RESOURCE_IDENTIFIER_NULL 0
#define FFX_LENS_RESOURCE_IDENTIFIER_INPUT_TEXTURE 1
#define FFX_LENS_RESOURCE_IDENTIFIER_OUTPUT_TEXTURE 2
#define FFX_LENS_RESOURCE_IDENTIFIER_COUNT 3
// CBV resource definitions
#define FFX_LENS_CONSTANTBUFFER_IDENTIFIER_LENS 0
#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
#endif // FFX_LENS_RESOURCES_H