gamescope/src/shaders/cs_composite_rcas.comp
2023-10-25 07:03:56 +01:00

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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#extension GL_EXT_scalar_block_layout : require
#include "descriptor_set.h"
layout(
local_size_x = 64,
local_size_y = 1,
local_size_z = 1) in;
layout(binding = 0, scalar)
uniform layers_t {
uvec2 u_layer0Offset;
vec2 u_scale[VKR_MAX_LAYERS - 1];
vec2 u_offset[VKR_MAX_LAYERS - 1];
float u_opacity[VKR_MAX_LAYERS];
mat3x4 u_ctm[VKR_MAX_LAYERS];
uint u_borderMask;
uint u_frameId;
uint u_c1;
uint8_t u_shaderFilter[VKR_MAX_LAYERS];
uint8_t u_padding[2];
// hdr
float u_linearToNits;
float u_nitsToLinear;
float u_itmSdrNits;
float u_itmTargetNits;
};
#include "composite.h"
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
#define FSR_RCAS_F 1
vec4 FsrRcasLoadF(ivec2 p) { return texelFetch(s_samplers[0], ivec2(p), 0); }
// our input is already srgb
void FsrRcasInputF(inout float r, inout float g, inout float b) {}
#include "ffx_fsr1.h"
vec4 sampleLayer(uint layerIdx, vec2 uv) {
if ((c_ycbcrMask & (1 << layerIdx)) != 0)
return srgbToLinear(sampleLayerEx(s_ycbcr_samplers[layerIdx], layerIdx - 1, layerIdx, uv, false));
return sampleLayerEx(s_samplers[layerIdx], layerIdx - 1, layerIdx, uv, true);
}
void rcasComposite(uvec2 pos)
{
vec3 outputValue = vec3(0.0f);
if (checkDebugFlag(compositedebug_PlaneBorders))
outputValue = vec3(1.0f, 0.0f, 0.0f);
if (c_layerCount > 0) {
// this is actually signed, underflow will be filtered out by the branch below
uvec2 rcasPos = pos + u_layer0Offset;
uvec2 layer0Extent = uvec2(textureSize(s_samplers[0], 0));
if (all(lessThan(rcasPos, layer0Extent))) {
FsrRcasF(outputValue.r, outputValue.g, outputValue.b, rcasPos, u_c1.xxxx);
uint colorspace = get_layer_colorspace(0);
if (colorspace == colorspace_linear)
{
// We don't use an sRGB view for FSR due to the spaces RCAS works in.
colorspace = colorspace_sRGB;
}
outputValue.rgb = colorspace_plane_degamma_tf(outputValue.rgb, colorspace);
outputValue.rgb = (vec4(outputValue.rgb, 1.0f) * u_ctm[0]).rgb;
outputValue.rgb = apply_layer_color_mgmt(outputValue.rgb, 0, colorspace);
outputValue *= u_opacity[0];
}
}
if (c_layerCount > 1) {
vec2 uv = vec2(pos);
for (int i = 1; i < c_layerCount; i++) {
vec4 layerColor = sampleLayer(i, uv);
float opacity = u_opacity[i];
float layerAlpha = opacity * layerColor.a;
outputValue = layerColor.rgb * opacity + outputValue * (1.0f - layerAlpha);
}
}
outputValue = encodeOutputColor(outputValue);
imageStore(dst, ivec2(pos), vec4(outputValue, 0));
if (checkDebugFlag(compositedebug_Markers))
compositing_debug(pos);
}
void main()
{
// AMD recommends to use this swizzle and to process 4 pixel per invocation
// for better cache utilisation
uvec2 pos = ARmp8x8(gl_LocalInvocationID.x) + uvec2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
rcasComposite(pos);
pos.x += 8u;
rcasComposite(pos);
pos.y += 8u;
rcasComposite(pos);
pos.x -= 8u;
rcasComposite(pos);
}