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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)
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
*/
#include "fsr.h"
#include <bgfx_utils.h>
struct FsrResources
{
void init(uint32_t _width, uint32_t _height)
{
resize(_width, _height);
// Create uniforms for screen passes and models
m_uniforms.init();
// Create texture sampler uniforms (used when we bind textures)
s_inputTexture = bgfx::createUniform("InputTexture", bgfx::UniformType::Sampler);
// Create program from shaders.
m_bilinear32Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_32"), true);
m_easu32Program = bgfx::createProgram(loadShader("cs_fsr_easu_32"), true);
m_rcas32Program = bgfx::createProgram(loadShader("cs_fsr_rcas_32"), true);
m_support16BitPrecision = (bgfx::getRendererType() != bgfx::RendererType::OpenGL);
if (m_support16BitPrecision)
{
m_bilinear16Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_16"), true);
m_easu16Program = bgfx::createProgram(loadShader("cs_fsr_easu_16"), true);
m_rcas16Program = bgfx::createProgram(loadShader("cs_fsr_rcas_16"), true);
}
}
void destroy()
{
if (m_support16BitPrecision)
{
bgfx::destroy(m_bilinear16Program);
m_bilinear16Program = BGFX_INVALID_HANDLE;
bgfx::destroy(m_easu16Program);
m_easu16Program = BGFX_INVALID_HANDLE;
bgfx::destroy(m_rcas16Program);
m_rcas16Program = BGFX_INVALID_HANDLE;
}
bgfx::destroy(m_bilinear32Program);
m_bilinear32Program = BGFX_INVALID_HANDLE;
bgfx::destroy(m_easu32Program);
m_easu32Program = BGFX_INVALID_HANDLE;
bgfx::destroy(m_rcas32Program);
m_rcas32Program = BGFX_INVALID_HANDLE;
m_uniforms.destroy();
bgfx::destroy(s_inputTexture);
s_inputTexture = BGFX_INVALID_HANDLE;
if (bgfx::isValid(m_easuTexture16F) )
{
bgfx::destroy(m_easuTexture16F);
m_easuTexture16F = BGFX_INVALID_HANDLE;
bgfx::destroy(m_rcasTexture16F);
m_rcasTexture16F = BGFX_INVALID_HANDLE;
}
if (bgfx::isValid(m_easuTexture32F) )
{
bgfx::destroy(m_easuTexture32F);
m_easuTexture32F = BGFX_INVALID_HANDLE;
bgfx::destroy(m_rcasTexture32F);
m_rcasTexture32F = BGFX_INVALID_HANDLE;
}
}
void resize(uint32_t _width, uint32_t _height)
{
m_width = _width;
m_height = _height;
if (bgfx::isValid(m_easuTexture16F) )
{
bgfx::destroy(m_easuTexture16F);
m_easuTexture16F = BGFX_INVALID_HANDLE;
bgfx::destroy(m_rcasTexture16F);
m_rcasTexture16F = BGFX_INVALID_HANDLE;
}
if (bgfx::isValid(m_easuTexture32F) )
{
bgfx::destroy(m_easuTexture32F);
bgfx::destroy(m_rcasTexture32F);
}
if (m_support16BitPrecision)
{
m_easuTexture16F = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, 1
, bgfx::TextureFormat::RGBA16F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
bgfx::setName(m_easuTexture16F, "easuTexture16F");
m_rcasTexture16F = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, 1
, bgfx::TextureFormat::RGBA16F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
bgfx::setName(m_rcasTexture16F, "rcasTexture16F");
}
m_easuTexture32F = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, 1
, bgfx::TextureFormat::RGBA32F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
bgfx::setName(m_easuTexture32F, "easuTexture32F");
m_rcasTexture32F = bgfx::createTexture2D(
uint16_t(m_width)
, uint16_t(m_height)
, false
, 1
, bgfx::TextureFormat::RGBA32F
, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
);
bgfx::setName(m_rcasTexture32F, "rcasTexture32F");
}
struct Uniforms
{
struct Vec4
{
float x;
float y;
float z;
float w;
};
enum
{
NumVec4 = 3
};
void init()
{
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
};
void submit() const
{
bgfx::setUniform(u_params, m_params, NumVec4);
}
void destroy()
{
bgfx::destroy(u_params);
}
union
{
struct
{
Vec4 ViewportSizeRcasAttenuation;
Vec4 SrcSize;
Vec4 DstSize;
};
uint32_t m_params[NumVec4 * 4];
};
bgfx::UniformHandle u_params = BGFX_INVALID_HANDLE;
};
uint32_t m_width = 0;
uint32_t m_height = 0;
bool m_support16BitPrecision = false;
// Resource handles
bgfx::ProgramHandle m_bilinear16Program = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle m_easu16Program = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle m_rcas16Program = BGFX_INVALID_HANDLE;
bgfx::TextureHandle m_easuTexture16F = BGFX_INVALID_HANDLE;
bgfx::TextureHandle m_rcasTexture16F = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle m_bilinear32Program = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle m_easu32Program = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle m_rcas32Program = BGFX_INVALID_HANDLE;
bgfx::TextureHandle m_easuTexture32F = BGFX_INVALID_HANDLE;
bgfx::TextureHandle m_rcasTexture32F = BGFX_INVALID_HANDLE;
// Shader uniforms
Uniforms m_uniforms;
// Uniforms to identify texture samplers
bgfx::UniformHandle s_inputTexture = BGFX_INVALID_HANDLE;
};
Fsr::Fsr()
{
m_resources = new FsrResources();
}
Fsr::~Fsr()
{
delete m_resources;
}
void Fsr::init(uint32_t _width, uint32_t _height)
{
m_resources->init(_width, _height);
}
void Fsr::destroy()
{
m_resources->destroy();
}
void Fsr::resize(uint32_t _width, uint32_t _height)
{
m_resources->resize(_width, _height);
}
bgfx::ViewId Fsr::computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture)
{
updateUniforms();
bgfx::ViewId view = _pass;
// This value is the image region dimension that each thread group of the FSR shader operates on
constexpr int threadGroupWorkRegionDim = 16;
const int32_t dispatchX = (m_resources->m_width + (threadGroupWorkRegionDim - 1) ) / threadGroupWorkRegionDim;
const int32_t dispatchY = (m_resources->m_height + (threadGroupWorkRegionDim - 1) ) / threadGroupWorkRegionDim;
bgfx::TextureFormat::Enum const format = m_config.m_fsr16Bit
? bgfx::TextureFormat::RGBA16F
: bgfx::TextureFormat::RGBA32F
;
bgfx::TextureHandle fsrEasuTexture = m_config.m_fsr16Bit
? m_resources->m_easuTexture16F
: m_resources->m_easuTexture32F
;
// EASU pass (upscale)
{
bgfx::ProgramHandle program = m_config.m_fsr16Bit
? m_resources->m_easu16Program
: m_resources->m_easu32Program
;
if (!m_config.m_applyFsr)
{
program = m_resources->m_bilinear32Program;
}
bgfx::setViewName(view, "fsr easu");
m_resources->m_uniforms.submit();
bgfx::setTexture(0, m_resources->s_inputTexture, _colorTexture);
bgfx::setImage(1, fsrEasuTexture, 0, bgfx::Access::Write, format);
bgfx::dispatch(view, program, dispatchX, dispatchY, 1);
++view;
}
// RCAS pass (sharpening)
if (m_config.m_applyFsrRcas)
{
bgfx::ProgramHandle program = m_config.m_fsr16Bit
? m_resources->m_rcas16Program
: m_resources->m_rcas32Program
;
bgfx::setViewName(view, "fsr rcas");
m_resources->m_uniforms.submit();
bgfx::setTexture(0, m_resources->s_inputTexture, fsrEasuTexture);
bgfx::setImage(
1
, m_config.m_fsr16Bit? m_resources->m_rcasTexture16F: m_resources->m_rcasTexture32F
, 0
, bgfx::Access::Write
, format
);
bgfx::dispatch(view, program, dispatchX, dispatchY, 1);
++view;
}
return view;
}
bgfx::TextureHandle Fsr::getResultTexture() const
{
if (m_config.m_applyFsr && m_config.m_applyFsrRcas)
{
return m_config.m_fsr16Bit
? m_resources->m_rcasTexture16F
: m_resources->m_rcasTexture32F
;
}
return m_config.m_fsr16Bit
? m_resources->m_easuTexture16F
: m_resources->m_easuTexture32F
;
}
bool Fsr::supports16BitPrecision() const
{
return m_resources->m_support16BitPrecision;
}
void Fsr::updateUniforms()
{
const float srcWidth = float(m_resources->m_width) / m_config.m_superSamplingFactor;
const float srcHeight = float(m_resources->m_height) / m_config.m_superSamplingFactor;
m_resources->m_uniforms.ViewportSizeRcasAttenuation.x = srcWidth;
m_resources->m_uniforms.ViewportSizeRcasAttenuation.y = srcHeight;
m_resources->m_uniforms.ViewportSizeRcasAttenuation.z = m_config.m_rcasAttenuation;
m_resources->m_uniforms.SrcSize.x = float(m_resources->m_width);
m_resources->m_uniforms.SrcSize.y = float(m_resources->m_height);
m_resources->m_uniforms.DstSize.x = float(m_resources->m_width);
m_resources->m_uniforms.DstSize.y = float(m_resources->m_height);
}
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