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Directory :  C:/Program Files/PCSX2/resources/shaders/dx11/

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Current File : C:/Program Files/PCSX2/resources/shaders/dx11/cas.hlsl
// Based on CAS_Shader.hlsl
//
// Copyright(c) 2019 Advanced Micro Devices, Inc.All rights reserved.
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

cbuffer cb : register(b0)
{
  uint4 const0;
  uint4 const1;
  int2 srcOffset;
};

Texture2D InputTexture : register(t0);
RWTexture2D<float4> OutputTexture : register(u0);

#define A_GPU 1
#define A_HLSL 1

#include "ffx_a.h"

AF3 CasLoad(ASU2 p)
{
  return InputTexture.Load(int3(srcOffset, 0) + int3(p, 0)).rgb;
}

// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
// In this case, our input is already linear and between 0 and 1
void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}

#include "ffx_cas.h"

[numthreads(64, 1, 1)]
void main(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID)
{
  // Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
  AU2 gxy = ARmp8x8(LocalThreadId.x) + AU2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);

#if CAS_SHARPEN_ONLY
  const bool sharpenOnly = true;
#else
  const bool sharpenOnly = false;
#endif

  // Filter.
  AF3 c = (float3)0.0f;

  CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
  OutputTexture[ASU2(gxy)] = AF4(c, 1);
  gxy.x += 8u;

  CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
  OutputTexture[ASU2(gxy)] = AF4(c, 1);
  gxy.y += 8u;

  CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
  OutputTexture[ASU2(gxy)] = AF4(c, 1);
  gxy.x -= 8u;

  CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly);
  OutputTexture[ASU2(gxy)] = AF4(c, 1);
}

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