// 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_OPTICALFLOW_PREPARE_LUMA_H #define FFX_OPTICALFLOW_PREPARE_LUMA_H FfxFloat32 LuminanceToPerceivedLuminance(FfxFloat32 fLuminance) { FfxFloat32 fPercievedLuminance = 0; if (fLuminance <= 216.0f / 24389.0f) { fPercievedLuminance = fLuminance * (24389.0f / 27.0f); } else { fPercievedLuminance = ffxPow(fLuminance, 1.0f / 3.0f) * 116.0f - 16.0f; } return fPercievedLuminance * 0.01f; } FfxFloat32 LinearLdrToLuminance(FfxFloat32x3 linearRec709RGB) { FfxFloat32 fY = 0.2126 * linearRec709RGB.x + 0.7152 * linearRec709RGB.y + 0.0722 * linearRec709RGB.z; return fY; } FfxFloat32 LinearRec2020ToLuminance(FfxFloat32x3 linearRec2020RGB) { FfxFloat32 fY = 0.2627 * linearRec2020RGB.x + 0.678 * linearRec2020RGB.y + 0.0593 * linearRec2020RGB.z; return fY; } FfxFloat32 PQCorrectedHdrToLuminance(FfxFloat32x3 pq, FfxFloat32 maxLuminance) { FfxFloat32 fY = LinearRec2020ToLuminance(ffxLinearFromPQ(pq) * (10000.0f / maxLuminance)); return fY; } FfxFloat32x3 ffxscRGBToLinear(FfxFloat32x3 value, FfxFloat32 minLuminance, FfxFloat32 maxLuminance) { FfxFloat32x3 p = value - ffxBroadcast3(minLuminance / 80.0f); return p / ffxBroadcast3((maxLuminance - minLuminance) / 80.0f); } FfxFloat32 SCRGBCorrectedHdrToLuminance(FfxFloat32x3 scRGB, FfxFloat32 minLuminance, FfxFloat32 maxLuminance) { FfxFloat32 fY = LinearLdrToLuminance(ffxscRGBToLinear(scRGB, minLuminance, maxLuminance)); return fY; } void PrepareLuma(FfxInt32x2 iGlobalId, FfxInt32 iLocalIndex) { #define PixelsPerThreadX 2 #define PixelsPerThreadY 2 #pragma unroll for (FfxInt32 y = 0; y < PixelsPerThreadY; y++) { #pragma unroll for (FfxInt32 x = 0; x < PixelsPerThreadX; x++) { FfxInt32x2 pos = iGlobalId * FfxInt32x2(PixelsPerThreadX, PixelsPerThreadY) + FfxInt32x2(x, y); FfxInt32x2 iPxHrPos = pos; FfxFloat32 fY = 0.0; FfxFloat32x3 inputColor = LoadInputColor(iPxHrPos).rgb; FfxUInt32 backbufferTransferFunction = BackbufferTransferFunction(); if (backbufferTransferFunction == 0) { fY = LinearLdrToLuminance(inputColor); } else if (backbufferTransferFunction == 1) { fY = PQCorrectedHdrToLuminance(inputColor, MinMaxLuminance()[1]); fY = LuminanceToPerceivedLuminance(fY); } else if (backbufferTransferFunction == 2) { fY = SCRGBCorrectedHdrToLuminance(inputColor, MinMaxLuminance()[0], MinMaxLuminance()[1]); fY = LuminanceToPerceivedLuminance(fY); } StoreOpticalFlowInput(pos, FfxUInt32(fY * 255)); } } } #endif // FFX_OPTICALFLOW_PREPARE_LUMA_H