godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_resources.h

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 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
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

#ifndef FFX_FSR2_RESOURCES_H
#define FFX_FSR2_RESOURCES_H

#if defined(FFX_CPU) || defined(FFX_GPU)
#define FFX_FSR2_RESOURCE_IDENTIFIER_NULL
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_EXPOSURE
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK
#define FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK
#define FFX_FSR2_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_DEPTH
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS
#define FFX_FSR2_RESOURCE_IDENTIFIER_NEW_LOCKS
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREPARED_INPUT_COLOR
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY
#define FFX_FSR2_RESOURCE_IDENTIFIER_DEBUG_OUTPUT
#define FFX_FSR2_RESOURCE_IDENTIFIER_LANCZOS_LUT
#define FFX_FSR2_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT
#define FFX_FSR2_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT
#define FFX_FSR2_RESOURCE_IDENTIFIER_RCAS_INPUT
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_REACTIVITY
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_TRANSPARENCY_AND_COMPOSITION
#define FFX_FSR2_RESOURCE_IDENTITIER_UPSAMPLE_MAXIMUM_BIAS_LUT
#define FFX_FSR2_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_3
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_5
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_6
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_7
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_8
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_9
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_10
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_11
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_EXPOSURE
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTO_EXPOSURE
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTOREACTIVE
#define FFX_FSR2_RESOURCE_IDENTIFIER_AUTOCOMPOSITION

#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_PREVIOUS_DILATED_MOTION_VECTORS
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DILATED_MOTION_VECTORS_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_INTERNAL_DILATED_MOTION_VECTORS_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY_1
#define FFX_FSR2_RESOURCE_IDENTIFIER_LUMA_HISTORY_2
#define FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_INPUT_LUMA

// Shading change detection mip level setting, value must be in the range [FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0, FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12]
#define FFX_FSR2_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE
#define FFX_FSR2_SHADING_CHANGE_MIP_LEVEL

#define FFX_FSR2_RESOURCE_IDENTIFIER_COUNT

#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_FSR2
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_SPD
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_RCAS
#define FFX_FSR2_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE

#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP
#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP
#define FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD
#define FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX

#endif // #if defined(FFX_CPU) || defined(FFX_GPU)

#endif //!defined( FFX_FSR2_RESOURCES_H )