70 lines
3.1 KiB
Plaintext
70 lines
3.1 KiB
Plaintext
// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
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//
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// Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved.
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//
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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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//
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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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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/ScreenPass.ush"
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#include "/Engine/Private/DeferredShadingCommon.ush"
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// =====================================================================================
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//
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// SHADER RESOURCES
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//
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// =====================================================================================
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Texture2D FirstFrame;
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Texture2D FirstFrameWithUI;
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Texture2D SecondFrame;
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RWTexture2D<float4> SecondFrameWithUI;
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uint2 ViewSize;
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uint2 ViewMin;
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// =====================================================================================
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//
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// ENTRY POINTS
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//
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// =====================================================================================
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[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
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void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID)
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{
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uint Width = ViewSize.x;
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uint Height = ViewSize.y;
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uint2 ThreadId = DispatchThreadId.xy + ViewMin;
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if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
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{
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float4 FirstFrameSample = FirstFrame[ThreadId];
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float4 FirstFrameWithUISample = FirstFrameWithUI[ThreadId];
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float4 SecondFrameSample = SecondFrame[ThreadId];
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float4 SecondFrameWithUISample = SecondFrameWithUI[ThreadId];
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float4 Result = SecondFrameWithUISample;
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if (any(FirstFrameSample.rgb - FirstFrameWithUISample.rgb))
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{
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if (!any(SecondFrameSample.rgb - SecondFrameWithUISample.rgb) || any(abs(SecondFrameWithUISample.rgb - FirstFrameWithUISample.rgb) > float3(0.1f, 0.1f, 0.1f)))
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{
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Result.rgb += (FirstFrameWithUISample.rgb - FirstFrameSample.rgb);
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Result.rgb = max(min(FirstFrameWithUISample.rgb, SecondFrameWithUISample.rgb), Result.rgb);
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Result.rgb = min(max(FirstFrameWithUISample.rgb, SecondFrameWithUISample.rgb), Result.rgb);
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}
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}
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SecondFrameWithUI[DispatchThreadId.xy] = Result;
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}
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}
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