// 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. #ifndef FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H #define FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxUInt32 depthTarget, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector, FfxInt32x2 iPxDepthSize) { const FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / iPxDepthSize; // Project current depth into previous frame locations. // Push to all pixels having some contribution if reprojection is using bilinear logic. BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fUv + fMotionVector, RenderSize()); for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) { const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex]; const FfxInt32x2 iSamplePos = bilinearInfo.iBasePos + iOffset; const FfxFloat32 fSampleWeight = bilinearInfo.fWeights[iSampleIndex]; if (fSampleWeight > fReconstructedDepthBilinearWeightThreshold) { if (IsOnScreen(iSamplePos, RenderSize())) { if (depthTarget != 0) { UpdateReconstructedDepthInterpolatedFrame(iSamplePos, fDepth); } } } } } void reconstructPreviousDepth(FfxInt32x2 iPxPos) { FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos); FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos); ReconstructPrevDepth(iPxPos, 1, fDilatedDepth, fMotionVector * 0.5f, RenderSize()); } #endif // FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H