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diff --git a/3rdparty/bgfx/examples/46-fsr/cs_fsr.h b/3rdparty/bgfx/examples/46-fsr/cs_fsr.h
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+/*
+* Copyright 2021 Richard Schubert. All rights reserved.
+* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
+*
+* AMD FidelityFX Super Resolution 1.0 (FSR)
+* Port from https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/src/VK/FSR_Pass.glsl
+*/
+
+#include "bgfx_compute.sh"
+
+uniform vec4 u_params[3];
+
+#define ViewportSizeRcasAttenuation u_params[0]
+#define SrcSize u_params[1]
+#define DstSize u_params[2]
+
+#define A_GPU 1
+
+#if BGFX_SHADER_LANGUAGE_GLSL
+#define A_GLSL 1
+#define A_SKIP_EXT 1
+#else
+#define A_HLSL 1
+#endif // BGFX_SHADER_LANGUAGE_GLSL
+
+#if SAMPLE_SLOW_FALLBACK
+ #include "ffx_a.h"
+ SAMPLER2D(InputTexture, 0);
+ IMAGE2D_WR(OutputTexture, rgba32f, 1);
+ #if SAMPLE_EASU
+ #define FSR_EASU_F 1
+ AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
+ AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
+ AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
+ #endif
+ #if SAMPLE_RCAS
+ #define FSR_RCAS_F
+ AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
+ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+ #endif
+#else
+ #define A_HALF
+ #include "ffx_a.h"
+ SAMPLER2D(InputTexture, 0);
+ IMAGE2D_WR(OutputTexture, rgba16f, 1);
+ #if SAMPLE_EASU
+ #define FSR_EASU_H 1
+ AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
+ AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
+ AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
+ #endif
+ #if SAMPLE_RCAS
+ #define FSR_RCAS_H
+ AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
+ void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
+ #endif
+#endif
+
+#include "ffx_fsr1.h"
+
+void CurrFilter(AU2 pos, AU4 Const0, AU4 Const1, AU4 Const2, AU4 Const3, AU4 Sample)
+{
+#if SAMPLE_BILINEAR
+ AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
+ imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
+#endif
+#if SAMPLE_EASU
+ #if SAMPLE_SLOW_FALLBACK
+ AF3 c;
+ FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
+ if( Sample.x == 1 )
+ c *= c;
+ imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
+ #else
+ AH3 c;
+ FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
+ if( Sample.x == 1 )
+ c *= c;
+ imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
+ #endif
+#endif
+#if SAMPLE_RCAS
+ #if SAMPLE_SLOW_FALLBACK
+ AF3 c;
+ FsrRcasF(c.r, c.g, c.b, pos, Const0);
+ if( Sample.x == 1 )
+ c *= c;
+ imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
+ #else
+ AH3 c;
+ FsrRcasH(c.r, c.g, c.b, pos, Const0);
+ if( Sample.x == 1 )
+ c *= c;
+ imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
+ #endif
+#endif
+}
+
+NUM_THREADS(64, 1, 1)
+void main()
+{
+ AU4 Const0, Const1, Const2, Const3, Sample;
+
+ // We compute these constants on GPU because bgfx does not support uniform type uint.
+#if SAMPLE_EASU || SAMPLE_BILINEAR
+ FsrEasuCon(Const0, Const1, Const2, Const3,
+ ViewportSizeRcasAttenuation.x, ViewportSizeRcasAttenuation.y, // Viewport size (top left aligned) in the input image which is to be scaled.
+ SrcSize.x, SrcSize.y, // The size of the input image.
+ DstSize.x, DstSize.y); // The output resolution.
+ Sample.x = 0; // no HDR output
+#endif
+#if SAMPLE_RCAS
+ FsrRcasCon(Const0, ViewportSizeRcasAttenuation.z);
+ Sample.x = 0; // no HDR output
+#endif
+
+ // Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
+ AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
+ CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
+ gxy.x += 8u;
+ CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
+ gxy.y += 8u;
+ CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
+ gxy.x -= 8u;
+ CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
+}
+