mirror of https://github.com/PCSX2/pcsx2.git
76 lines
2.5 KiB
HLSL
76 lines
2.5 KiB
HLSL
// Based on CAS_Shader.hlsl
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//
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// Copyright(c) 2019 Advanced Micro Devices, Inc.All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// 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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cbuffer cb : register(b0)
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{
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uint4 const0;
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uint4 const1;
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int2 srcOffset;
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};
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Texture2D InputTexture : register(t0);
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RWTexture2D<float4> OutputTexture : register(u0);
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#define A_GPU 1
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#define A_HLSL 1
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#include "ffx_a.h"
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AF3 CasLoad(ASU2 p)
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{
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return InputTexture.Load(int3(srcOffset, 0) + int3(p, 0)).rgb;
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}
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// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
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// In this case, our input is already linear and between 0 and 1
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void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#include "ffx_cas.h"
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[numthreads(64, 1, 1)]
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void main(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID)
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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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AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
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#if CAS_SHARPEN_ONLY
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const bool sharpenOnly = true;
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#else
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const bool sharpenOnly = false;
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#endif
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// Filter.
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AF3 c = (float3)0.0f;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
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OutputTexture[ASU2(gxy)] = AF4(c, 1);
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gxy.x += 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
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OutputTexture[ASU2(gxy)] = AF4(c, 1);
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gxy.y += 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
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OutputTexture[ASU2(gxy)] = AF4(c, 1);
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gxy.x -= 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
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OutputTexture[ASU2(gxy)] = AF4(c, 1);
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}
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