// This file is part of the FidelityFX SDK. // // Copyright (C) 2024 Advanced Micro Devices, Inc. // // 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. FFX_STATIC const FfxInt32 s_MipLevelsToUse = 3; struct ShadingChangeLumaInfo { FfxFloat32 fSamples[s_MipLevelsToUse]; }; ShadingChangeLumaInfo ComputeShadingChangeLuma(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, const FfxInt32x2 iCurrentSize) { ShadingChangeLumaInfo info; const FfxFloat32x2 fMipUv = ClampUv(fUv, ShadingChangeRenderSize(), GetSPDMipDimensions(0)); FFX_UNROLL for (FfxInt32 iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++) { const FfxFloat32x2 fSample = SampleSPDMipLevel(fMipUv, iMipLevel); info.fSamples[iMipLevel] = abs(fSample.x * fSample.y); } return info; } void ShadingChange(FfxInt32x2 iPxPos) { if (IsOnScreen(FfxInt32x2(iPxPos), ShadingChangeRenderSize())) { const FfxFloat32x2 fUv = (iPxPos + 0.5f) / ShadingChangeRenderSize(); const FfxFloat32x2 fUvJittered = fUv + Jitter() / RenderSize(); const ShadingChangeLumaInfo info = ComputeShadingChangeLuma(iPxPos, fUvJittered, ShadingChangeRenderSize()); const FfxFloat32 fScale = 1.0f + iShadingChangeMipStart / s_MipLevelsToUse; FfxFloat32 fShadingChange = 0.0f; FFX_UNROLL for (int iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++) { if (info.fSamples[iMipLevel] > 0) { fShadingChange = ffxMax(fShadingChange, info.fSamples[iMipLevel]) * fScale; } } StoreShadingChange(iPxPos, ffxSaturate(fShadingChange)); } }