FidelityFX Single Pass Downsampler

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This sample demonstrates the use of the FidelityFX Single Pass Downsampler (SPD) effect.

For details on the technique that underpin the FidelityFX SPD effect, you can refer to the respective technique documentation .

Requirements

  • Windows

  • DirectX(R)12

  • Vulkan(R)

UI elements

The sample contains various UI elements to help you explore the technique it demonstrates. The table below summarises the UI elements and what they control within the sample.

Element name

Value

Description

Downsampler Option

SPD CS, Multipass CS, Multipass PS

Toggles between the FidelityFX Single Pass Downsampler compute shader (SPD CS), a multipass compute shader implementation (Multipass CS), and a multipass pixel shader (Multipass PS) implementation.

SPD Load/Linear

Load, Linear

Toggles the type of sampling; linearly interpolated sampling or pixel loads. Used for gathering input color in the SPD compute shader.

SPD Wave Interop

WaveOps, LocalDataShare

Toggles the method used for interoperation between threads; wave intrinsic operations (e.g. WaveReadLaneAt) or local data share (LDS) and atomic operations. WaveOps are generally faster.

SPD Math

Packed, Non-Packed

Toggles between packed 16 bit floating point math and non-packed 32 bit floating point math.

Setting up the FidelityFX Single Pass Downsampler compute shader

The single pass downsampler header, ffx_spd.h, provides a function called SpdSetup that computes the thread group dimensions required to launch the compute shader dispatch as well as the work group offset, number of work groups, and mips. The latter parameters are required as input to the SpdDownsample function defined in ffx_spd.h, which performs the downsampling in the compute shader.

The ffx_spd.h header file is designed to be included from both C++ and HLSL/GLSL via #define macros (see below).

C++:

Copied!

#define FFX_CPU
#include <gpu/ffx_core.h>
#include <gpu/ffx_spd.h>

HLSL:

Copied!

#define FFX_GPU
#define FFX_HLSL
#include "ffx_core.h"
#include "ffx_spd.h"

GLSL:

Copied!

#define FFX_GPU
#define FFX_GLSL
#include "ffx_core.h"
#include "ffx_spd.h"

Note that ffx_spd.h is dependent on ffx_core.h, so both must be included.

Shader options

The FidelityFX SPD shader, or more specifically the SpdDownsampler has a few different options.

One option is support for using 16 bit floating point (FP16) math versus 32 bit floating point (FP32) math. In general, FP16 math is more efficient than FP32 math on AMD hardware.

Another option is the use of a linear sampling versus texel loads for gathering the input texels for the downsampled output.

The last option is the use of wave intrinsic operations for thread interoperation versus the local data share (LDS).

For performance considerations, the sample compiles these options into the multiple shader permutations and chooses the specific permutation of the shader at runtime depending on the sample’s current configuration (see UI Elements section above) and hardware capabilities. In all, the sample demonstrates eight permutations of the SPD compute shader:

  • FP16-wave-ops-load (A_HALF=1 with spd_integration.hlsl)

  • FP16-no-wave-ops-load (A_HALF=1, SPD_NO_WAVE_OPERATIONS=1 with spd_integration.hlsl)

  • FP16-wave-ops-linear-sampler (A_HALF=1 with spd_integration_linear_sampler.hlsl)

  • FP16-no-wave-ops-linear-sampler (A_HALF=1, SPD_NO_WAVE_OPERATIONS=1 with spd_integration_linear_sampler.hlsl)

  • FP32-wave-ops-load (spd_integration.hlsl only)

  • FP32-no-wave-ops-load (SPD_NO_WAVE_OPERATION=1 with spd_integration.hlsl)

  • FP32-wave-ops-linear-sampler (spd_integration_linear_sampler.hlsl only)

  • FP32-no-wave-ops-linear-sampler (SPD_NO_WAVE_OPERATION=1 with spd_integration_linear_sampler.hlsl)

FidelityFX SPD usage

SPD can be used in 2 ways:

  1. Low level usage – including shader code from gpu\spd\ffx_spd.h, and setting up inputs manually. This can yield more flexibility from the calling code.

  2. High level usage – use the effect component as in host\ffx_spd.h, which will automatically downsample a given texture acording to passed in options with a simple dispatch call.

Sample controls and configurations

For sample controls, configuration, and FidelityFX Cauldron Framework UI element details, see Running the samples .

See also