77 lines
3.1 KiB
Plaintext
77 lines
3.1 KiB
Plaintext
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xesl.xesli"
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#include "amd_language.xesli"
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xesl_push_constants_begin(b0, space0)
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// 16 used by the vertex shader (GLSL push constant offsets are across
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// stages).
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xesl_block_offset_member(16, c0.x, xesl_float2,
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xe_fsr_easu_input_output_size_ratio)
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xesl_block_offset_member(24, c0.z, xesl_float2, xe_fsr_easu_input_size_inv)
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xesl_push_constants_end
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// Forward declaration because FsrEasu#F need xe_fsr_easu_source from the entry
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// point bindings.
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void FsrEasuF(out xesl_float3 pixel, xesl_uint2 pixel_position,
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xesl_uint4 const0, xesl_uint4 const1, xesl_uint4 const2,
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xesl_uint4 const3);
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xesl_entry
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xesl_texture(xesl_texture2D, xe_fsr_easu_source, set=0, binding=0, t0, space0)
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xesl_entry_binding_next
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xesl_samplerState(xe_fsr_easu_sampler, set=0, binding=1, s0, space0)
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xesl_entry_bindings_end
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xesl_input_frag_coord
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xesl_entry_signature_next
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xesl_output_color(xesl_float4, xe_fsr_easu_color, 0)
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xesl_entry_signature_end
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// FsrEasuCon with smaller push constant usage.
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xesl_uint4 easu_const_0 =
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xesl_uint4(
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xesl_floatBitsToUint(
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xesl_push_constant(xe_fsr_easu_input_output_size_ratio)),
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xesl_floatBitsToUint(
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0.5 * xesl_push_constant(xe_fsr_easu_input_output_size_ratio) -
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0.5));
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xesl_uint4 easu_const_1 =
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xesl_floatBitsToUint(xesl_float4(1.0, 1.0, 1.0, -1.0) *
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xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
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xesl_uint4 easu_const_2 =
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xesl_floatBitsToUint(xesl_float4(-1.0, 2.0, 1.0, 2.0) *
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xesl_push_constant(xe_fsr_easu_input_size_inv).xyxy);
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xesl_uint4 easu_const_3 =
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xesl_uint4(xesl_floatBitsToUint(0.0),
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xesl_floatBitsToUint(
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4.0 * xesl_push_constant(xe_fsr_easu_input_size_inv).y),
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0u, 0u);
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FsrEasuF(xe_fsr_easu_color.rgb, xesl_uint2(xesl_FragCoord.xy), easu_const_0,
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easu_const_1, easu_const_2, easu_const_3);
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xe_fsr_easu_color.a = 1.0;
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xesl_entry_end
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#define A_GPU 1
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_a.h"
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#define FSR_EASU_F 1
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xesl_float4 FsrEasuRF(xesl_float2 p) {
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return xesl_textureGatherRed2D_sep(xe_fsr_easu_source, xe_fsr_easu_sampler,
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p);
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}
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xesl_float4 FsrEasuGF(xesl_float2 p) {
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return xesl_textureGatherGreen2D_sep(xe_fsr_easu_source, xe_fsr_easu_sampler,
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p);
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}
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xesl_float4 FsrEasuBF(xesl_float2 p) {
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return xesl_textureGatherBlue2D_sep(xe_fsr_easu_source, xe_fsr_easu_sampler,
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p);
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}
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#include "../../../../third_party/FidelityFX-FSR/ffx-fsr/ffx_fsr1.h"
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