// Based on CAS_Shader.hlsl // // Copyright(c) 2019 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. cbuffer cb : register(b0) { uint4 const0; uint4 const1; int2 srcOffset; }; Texture2D InputTexture : register(t0); RWTexture2D OutputTexture : register(u0); #define A_GPU 1 #define A_HLSL 1 #include "ffx_a.h" AF3 CasLoad(ASU2 p) { return InputTexture.Load(int3(srcOffset, 0) + int3(p, 0)).rgb; } // Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h // In this case, our input is already linear and between 0 and 1 void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {} #include "ffx_cas.h" [numthreads(64, 1, 1)] void main(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID) { // 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 CAS_SHARPEN_ONLY const bool sharpenOnly = true; #else const bool sharpenOnly = false; #endif // Filter. AF3 c = (float3)0.0f; CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly); OutputTexture[ASU2(gxy)] = AF4(c, 1); gxy.x += 8u; CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly); OutputTexture[ASU2(gxy)] = AF4(c, 1); gxy.y += 8u; CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly); OutputTexture[ASU2(gxy)] = AF4(c, 1); gxy.x -= 8u; CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly); OutputTexture[ASU2(gxy)] = AF4(c, 1); }