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Functions1,081 in github.com/DiligentGraphics/DiligentFX

MethodUpdateUI
PostProcess/SuperResolution/src/SuperResolution.cpp:134
MethodUpdateUI
PostProcess/ScreenSpaceReflection/src/ScreenSpaceReflection.cpp:355
MethodUpdateUI
PostProcess/TemporalAntiAliasing/src/TemporalAntiAliasing.cpp:294
MethodUpdateVertexAndVaryingPrimvars
Hydrogent/src/HnMesh.cpp:502
MethodVectorFieldRenderer
Components/src/VectorFieldRenderer.cpp:61
FunctionWaveAllTrue
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1749
FunctionWaveAllTrue
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1616
FunctionWaveLaneCount
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1744
FunctionWaveLaneCount
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1612
FunctionWaveMax
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1740
FunctionWaveMax
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1608
FunctionWaveMin
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1736
FunctionWaveMin
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1604
FunctionWaveOr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1732
FunctionWaveOr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1600
MethodWritePBRLightShaderAttribs
PBR/src/GLTF_PBR_Renderer.cpp:830
MethodWritePBRPrimitiveShaderAttribs
PBR/src/GLTF_PBR_Renderer.cpp:710
FunctionWriteShaderAttribs
PBR/src/GLTF_PBR_Renderer.cpp:693
Method_CheckValid
Hydrogent/src/HnMesh.cpp:749
Method_Deallocate
Hydrogent/src/HnRenderBuffer.cpp:178
Method_Execute
Hydrogent/src/HnRenderPass.cpp:251
Method_InitRepr
Hydrogent/src/HnMesh.cpp:255
Method_MarkCollectionDirty
Hydrogent/src/HnRenderPass.cpp:552
Method_PropagateDirtyBits
Hydrogent/src/HnMesh.cpp:236
FunctionbitfieldExtract
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:363
FunctionbitfieldInsert
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:369
FunctionbitfieldInsertMask
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:374
FunctionffxAbsHalf
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1472
FunctionffxAbsHalf
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1321
FunctionffxApproximateGamma2ToPQ
Compute an approximate conversion from gamma2 to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation met
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1202
FunctionffxApproximateGamma2ToPQHigh
Compute a high accuracy approximate conversion from gamma2 to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 appr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1238
FunctionffxApproximateGamma2ToPQMedium
Compute a more accurate approximate conversion from gamma2 to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 appr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1219
FunctionffxApproximateLinearToPQ
Compute an approximate conversion from linear to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation met
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1255
FunctionffxApproximateLinearToPQHigh
Compute a very accurate approximate conversion from linear to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 appr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1291
FunctionffxApproximateLinearToPQMedium
Compute a more accurate approximate conversion from linear to PQ space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 appr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1272
FunctionffxApproximatePQToGamma2Medium
Compute an approximate conversion from PQ to Gamma2 space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation met
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1168
FunctionffxApproximatePQToLinear
Compute an approximate conversion from PQ to linear space. PQ is very close to x^(1/8). The functions below Use the fast FfxFloat32 approximation met
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1185
FunctionffxApproximateSqrt
Calculate a low-quality approximation for the square root of a value. For additional information on the approximation family of functions, you can re
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:819
FunctionffxApproximateSqrtHalf
Calculate a half-precision low-quality approximation for the square root of a value. For additional information on the approximation family of functi
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:1478
FunctionffxAsFloat
Interprets the bit pattern of x as a floating-point number. @param [in] x The input value. @returns The input interpreted as a floatin
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:440
FunctionffxAsUInt32
Interprets the bit pattern of x as an unsigned integer. @param [in] x The input value. @returns The input interpreted as an unsigned i
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:388
FunctionffxBitShiftRightHalf
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1521
FunctionffxBroadcast2
Broadcast a scalar value to a 2-dimensional floating point vector. @param [in] value The value to to broadcast. @returns A 2-dimension
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:254
FunctionffxBroadcast3
Broadcast a scalar value to a 3-dimensional floating point vector. @param [in] value The value to to broadcast. @returns A 3-dimension
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:267
FunctionffxBroadcast4
Broadcast a scalar value to a 4-dimensional floating point vector. @param [in] value The value to to broadcast. @returns A 4-dimension
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:280
FunctionffxBroadcastFloat16
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1409
FunctionffxBroadcastFloat16x2
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1413
FunctionffxBroadcastFloat16x3
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1417
FunctionffxBroadcastFloat16x4
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1421
FunctionffxBroadcastInt16
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1430
FunctionffxBroadcastInt16x2
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1434
FunctionffxBroadcastInt16x3
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1438
FunctionffxBroadcastInt16x4
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1442
FunctionffxBroadcastUInt16
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1451
FunctionffxBroadcastUInt16x2
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1455
FunctionffxBroadcastUInt16x3
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1459
FunctionffxBroadcastUInt16x4
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1463
FunctionffxClampHalf
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1489
FunctionffxClampHalf
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1338
FunctionffxCopySignBit
Copy the sign bit from 's' to positive 'd'. @param [in] d The value to copy the sign bit into. @param [in] s The
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:557
FunctionffxCopySignBitHalf
Copy the sign bit from 's' to positive 'd'. @param [in] d The value to copy the sign bit into. @param [in] s The
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:499
FunctionffxCubeRootHalf
Compute the cube root of a value. @param [in] c The value to compute the cube root for. @returns A cube root of the input value. @ingroup
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:2762
FunctionffxDot2
Calculate dot product of 'a' and 'b'. @param [in] a First vector input. @param [in] b Second vector input. @retu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1122
FunctionffxDot3
Calculate dot product of 'a' and 'b'. @param [in] a First vector input. @param [in] b Second vector input. @retu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1136
FunctionffxDot4
Calculate dot product of 'a' and 'b'. @param [in] a First vector input. @param [in] b Second vector input. @retu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:1150
FunctionffxFloat16x4ToUint32x2
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1391
FunctionffxFloatToSortableInteger
Convert a 32bit floating point value to sortable integer. - If sign bit=0, flip the sign bit (positives). - If sign bit=1, flip all bits (negativ
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:783
FunctionffxFloatToSortableIntegerHalf
Convert a 16bit floating point value to sortable integer. - If sign bit=0, flip the sign bit (positives). - If sign bit=1, flip all bits (negativ
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:725
FunctionffxFract
Compute the factional part of a decimal value. This function calculates <c><i>x - floor(x)</i></c>. Where <c><i>floor</i></c> is the intrinsic HLSL f
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:690
FunctionffxFsrEasuFloat
Apply edge-aware spatial upsampling using 32bit floating point precision calculations. @param [out] outPixel The computed color of a pi
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_fsr1.h:255
FunctionffxFsrPopulateEasuConstantsOffset
Setup required constant values for EASU (works on CPU or GPU). @param [out] con0 @param [out] con1 @param [out] con2 @param [out] con3 @param [in] in
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_fsr1.h:108
FunctionffxGammaFromLinear
Compute a gamma value from a linear value. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. Note: 'rcpX' is '1/x',
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2424
FunctionffxGammaFromLinearHalf
Compute a gamma value from a linear value. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. Note: 'rcpX' is '1/x',
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:2629
FunctionffxInvertSafe
@brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned. @param v Value to invert. @return If v = 0 returns 0
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1339
FunctionffxInvertSafe
@brief Inverts the value while avoiding division by zero. If the value is zero, zero is returned. @param v Value to invert. @return If v = 0 returns 0
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1207
FunctionffxIsSigned
A single operation to return the following: m = NaN := 0 m >= 0 := 0 m < 0 := 1 Uses the following useful floating point logic, saturate(+a*(-INF)
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:622
FunctionffxIsSignedHalf
A single operation to return the following: m = NaN := 0 m >= 0 := 0 m < 0 := 1 Uses the following useful floating point logic, saturate(+a*(-INF)
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:564
FunctionffxLerp
Compute the linear interopation between two values. Implemented by calling the GLSL <c><i>mix</i></c> intrinsic function. Implements the following ma
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:517
FunctionffxLerp
Compute the linear interopation between two values. Implemented by calling the HLSL <c><i>mix</i></c> intrinsic function. Implements the following ma
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:499
FunctionffxLinearFromGamma
Compute a linear value from a value in a gamma space. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. @param [in]
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2608
FunctionffxLinearFromGammaHalf
Compute a linear value from a value in a gamma space. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. @param [in]
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:2849
FunctionffxLinearFromPQ
Compute a linear value from a value in a PQ space. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. @param [in] val
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2655
FunctionffxLinearFromRec709
Compute a linear value from a REC.709 value. @param [in] color The value to convert to linear from REC.709. @returns A value in linear spa
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2560
FunctionffxLinearFromRec709Half
Compute a linear value from a REC.709 value. @param [in] c The value to convert to linear from REC.709. @returns A value in linear space.
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:2801
FunctionffxLinearFromSrgb
Compute a linear value from a value in a SRGB space. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. @param [in] v
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2703
FunctionffxLinearFromSrgbHalf
Compute a linear value from a value in a SRGB space. Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native. @param [in] c
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:2896
FunctionffxMax
Compute the max of two values. @param [in] x The first value to compute the max of. @param [in] y The second valu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:281
FunctionffxMax
Compute the max of two values. @param [in] x The first value to compute the max of. @param [in] y The second valu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:223
FunctionffxMax3
Compute the maximum of three values. NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. @p
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:764
FunctionffxMax3Half
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1402
FunctionffxMed3
Compute the median of three values. NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. @pa
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:799
FunctionffxMed3
Compute the median of three values. NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware. @pa
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:900
FunctionffxMed3Half
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1588
FunctionffxMed3Half
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1436
FunctionffxMin
Compute the min of two values. @param [in] x The first value to compute the min of. @param [in] y The second valu
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:55
FunctionffxMin3
Compute the minimum of three values. NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware. @p
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1040
FunctionffxMin3Half
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Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_hlsl.h:1419
FunctionffxPQToLinear
Compute a PQ value from a linear value. @param [in] value The value to convert to PQ from linear. @returns A value in linear space. @ingr
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common.h:2473
FunctionffxPackBytesY2Y0X2X0
Packs the bytes from the X and Y components of a FfxUInt32x2 into a single 32-bit integer. The resulting integer will contain bytes in the following
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_gpu_common_half.h:1003
FunctionffxPackF16
Shaders/PostProcess/SuperResolution/private/fsr1/ffx_core_glsl.h:1374
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