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59 lines
2.7 KiB
59 lines
2.7 KiB
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#ifndef FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H
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#define FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H
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void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxUInt32 depthTarget, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector, FfxInt32x2 iPxDepthSize)
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{
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const FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / iPxDepthSize;
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// Project current depth into previous frame locations.
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// Push to all pixels having some contribution if reprojection is using bilinear logic.
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BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fUv + fMotionVector, RenderSize());
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++)
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{
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const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
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const FfxInt32x2 iSamplePos = bilinearInfo.iBasePos + iOffset;
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const FfxFloat32 fSampleWeight = bilinearInfo.fWeights[iSampleIndex];
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if (fSampleWeight > fReconstructedDepthBilinearWeightThreshold)
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{
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if (IsOnScreen(iSamplePos, RenderSize()))
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{
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if (depthTarget != 0) {
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UpdateReconstructedDepthInterpolatedFrame(iSamplePos, fDepth);
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}
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}
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}
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}
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}
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void reconstructPreviousDepth(FfxInt32x2 iPxPos)
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{
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FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
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FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos);
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ReconstructPrevDepth(iPxPos, 1, fDilatedDepth, fMotionVector * 0.5f, RenderSize());
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}
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#endif // FFX_FRAMEINTERPOLATION_RECONSTRUCT_PREVIOUS_DEPTH_H
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