/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xesl.xesli" #include "amd_language.xesli" #if XE_GUEST_OUTPUT_DITHER #include "dither_8bpc.xesli" #endif // XE_GUEST_OUTPUT_DITHER push_const_begin_xe(b0, space0) // 16 used by the vertex shader (GLSL push constant offsets are across // stages). block_offset_member_xe(16, c0.x, int2_xe, xe_fsr_rcas_output_offset) block_offset_member_xe(24, c0.z, float, xe_fsr_rcas_sharpness_post_setup) push_const_end_xe // FIXME(Triang3l): This approach doesn't work for MSL - the texture must be // passed explicitly from the entry point's arguments to FsrRcasLoadF. // Forward declaration because FsrRcasLoadF needs xe_fsr_rcas_source from the // entry point bindings. void FsrRcasF(out_param_xe(float, pixel_r), out_param_xe(float, pixel_g), out_param_xe(float, pixel_b), uint2_xe pixel_position, uint4_xe constants); entry_outputs_begin_xe entry_out_target_xe(float4_xe, xe_fsr_rcas_color, 0) entry_outputs_end_stage_inputs_begin_xe entry_stage_inputs_end_bindings_begin_pixel_xe push_const_binding_xe(buffer(0)) entry_binding_next_xe texture_xe(texture_2d_xe, xe_fsr_rcas_source, set=0, binding=0, t0, space0, texture(0)) entry_bindings_end_inputs_begin_xe entry_in_pixel_coord_xe entry_inputs_end_code_begin_xe { uint2_xe pixel_coord = uint2_xe(int2_xe(in_pixel_coord_xe.xy) - push_const_xe(xe_fsr_rcas_output_offset)); float sharpness = push_const_xe(xe_fsr_rcas_sharpness_post_setup); // FsrRcasCon with smaller push constant usage. uint4_xe rcas_const = uint4_xe(float_bits_to_uint_xe(sharpness), pack_half_2x16_xe(float2_xe(sharpness, sharpness)), 0u, 0u); float4_xe rcas_color; FsrRcasF(rcas_color.r, rcas_color.g, rcas_color.b, pixel_coord, rcas_const); #if XE_GUEST_OUTPUT_DITHER // Clamping because on Vulkan, the surface may specify any format, including // floating-point. rcas_color.rgb = saturate_xe(rcas_color.rgb + XeDitherOffset8bpc(pixel_coord)); #endif // XE_GUEST_OUTPUT_DITHER // Force alpha to 1 to make sure the surface won't be translucent. rcas_color.a = 1.0f; out_xe(xe_fsr_rcas_color) = rcas_color; } entry_code_end_xe #define A_GPU 1 #include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h" #define FSR_RCAS_F 1 float4_xe FsrRcasLoadF(int2_xe p) { return float4_xe(texel_fetch_2d_xe(xe_fsr_rcas_source, p, 0).rgb, 1.0f); } void FsrRcasInputF(inout_param_xe(float, r), inout_param_xe(float, g), inout_param_xe(float, b)) {} #include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"