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// 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_GROUPSHARED FfxUInt32 spdCounter;
void SpdIncreaseAtomicCounter(FfxUInt32 slice)
{
SPD_IncreaseAtomicCounter(spdCounter);
}
FfxUInt32 SpdGetAtomicCounter()
{
return spdCounter;
}
void SpdResetAtomicCounter(FfxUInt32 slice)
{
SPD_ResetAtomicCounter();
}
#ifndef SPD_PACKED_ONLY
FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16];
FFX_STATIC const FfxInt32 LOG_LUMA = 0;
FFX_STATIC const FfxInt32 LUMA = 1;
FFX_STATIC const FfxInt32 DEPTH_IN_METERS = 2;
#ifdef SHADER_API_GLCORE
FFX_STATIC const FfxInt32 MAX_MIP = 4;
#else
FFX_STATIC const FfxInt32 MAX_MIP = 5;
#endif
FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 iPxPos, FfxUInt32 slice)
{
//We assume linear data. if non-linear input (sRGB, ...),
//then we should convert to linear first and back to sRGB on output.
const FfxInt32x2 iPxSamplePos = ClampLoad(FfxInt32x2(iPxPos), FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
const FfxFloat32 fLuma = LoadCurrentLuma(iPxSamplePos);
const FfxFloat32 fLogLuma = ffxMax(FSR3UPSCALER_EPSILON, log(fLuma));
const FfxFloat32 fFarthestDepthInMeters = LoadFarthestDepth(iPxSamplePos);
FfxFloat32x4 fOutput = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
fOutput[LOG_LUMA] = fLogLuma;
fOutput[LUMA] = fLuma;
fOutput[DEPTH_IN_METERS] = fFarthestDepthInMeters;
return fOutput;
}
FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice)
{
return FfxFloat32x4(RWLoadPyramid(tex, MAX_MIP), 0, 0);
}
FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
{
return (v0 + v1 + v2 + v3) * 0.25f;
}
void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice)
{
if (index == MAX_MIP)
{
StorePyramid(pix, outValue.xy, index);
}
else if (index == 0) {
StoreFarthestDepthMip1(pix, outValue[DEPTH_IN_METERS]);
}
if (index == MipCount() - 1) { //accumulate on 1x1 level
if (all(FFX_EQUAL(pix, FfxInt32x2(0, 0))))
{
FfxFloat32x4 frameInfo = LoadFrameInfo();
const FfxFloat32 fSceneAvgLuma = outValue[LUMA];
const FfxFloat32 fPrevLogLuma = frameInfo[FRAME_INFO_LOG_LUMA];
FfxFloat32 fLogLuma = outValue[LOG_LUMA];
if (fPrevLogLuma < resetAutoExposureAverageSmoothing) // Compare Lavg, so small or negative values
{
fLogLuma = fPrevLogLuma + (fLogLuma - fPrevLogLuma) * (1.0f - exp(-DeltaTime()));
fLogLuma = ffxMax(0.0f, fLogLuma);
}
frameInfo[FRAME_INFO_EXPOSURE] = ComputeAutoExposureFromLavg(fLogLuma);
frameInfo[FRAME_INFO_LOG_LUMA] = fLogLuma;
frameInfo[FRAME_INFO_SCENE_AVERAGE_LUMA] = fSceneAvgLuma;
StoreFrameInfo(frameInfo);
}
}
}
FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat32x4(
spdIntermediateR[x][y],
spdIntermediateG[x][y],
spdIntermediateB[x][y],
spdIntermediateA[x][y]);
}
void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
{
spdIntermediateR[x][y] = value.x;
spdIntermediateG[x][y] = value.y;
spdIntermediateB[x][y] = value.z;
spdIntermediateA[x][y] = value.w;
}
#endif
// define fetch and store functions Packed
#if FFX_HALF
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16];
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16];
FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice)
{
}
FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat16x4(
spdIntermediateRG[x][y].x,
spdIntermediateRG[x][y].y,
spdIntermediateBA[x][y].x,
spdIntermediateBA[x][y].y);
}
void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value)
{
spdIntermediateRG[x][y] = value.xy;
spdIntermediateBA[x][y] = value.zw;
}
FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3)
{
return (v0 + v1 + v2 + v3) * FfxFloat16(0.25);
}
#endif
#include "../spd/ffx_spd.h"
void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{
#if FFX_HALF
SpdDownsampleH(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#else
SpdDownsample(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#endif
}