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152 lines
5.7 KiB
152 lines
5.7 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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void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector)
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{
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const FfxFloat32 fNearestDepthInMeters = ffxMin(GetViewSpaceDepthInMeters(fDepth), FSR3UPSCALER_FP16_MAX);
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const FfxFloat32 fReconstructedDeptMvThreshold = ReconstructedDepthMvPxThreshold(fNearestDepthInMeters);
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// Discard small mvs
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fMotionVector *= FfxFloat32(Get4KVelocity(fMotionVector) > fReconstructedDeptMvThreshold);
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const FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / RenderSize();
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const FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
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const BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize());
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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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for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
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const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
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const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
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if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
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const FfxInt32x2 iStorePos = bilinearInfo.iBasePos + iOffset;
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if (IsOnScreen(iStorePos, RenderSize())) {
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StoreReconstructedDepth(iStorePos, fDepth);
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}
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}
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}
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}
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struct DepthExtents
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{
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FfxFloat32 fNearest;
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FfxInt32x2 fNearestCoord;
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FfxFloat32 fFarthest;
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};
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DepthExtents FindDepthExtents(FFX_PARAMETER_IN FfxInt32x2 iPxPos)
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{
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DepthExtents extents;
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const FfxInt32 iSampleCount = 9;
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const FfxInt32x2 iSampleOffsets[iSampleCount] = {
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FfxInt32x2(+0, +0),
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FfxInt32x2(+1, +0),
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FfxInt32x2(+0, +1),
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FfxInt32x2(+0, -1),
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FfxInt32x2(-1, +0),
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FfxInt32x2(-1, +1),
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FfxInt32x2(+1, +1),
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FfxInt32x2(-1, -1),
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FfxInt32x2(+1, -1),
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};
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// pull out the depth loads to allow SC to batch them
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FfxFloat32 depth[9];
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FfxInt32 iSampleIndex = 0;
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FFX_UNROLL
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for (iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) {
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FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
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depth[iSampleIndex] = LoadInputDepth(iPos);
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}
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// find closest depth
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extents.fNearestCoord = iPxPos;
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extents.fNearest = depth[0];
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extents.fFarthest = depth[0];
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FFX_UNROLL
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for (iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex) {
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const FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
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if (IsOnScreen(iPos, RenderSize())) {
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FfxFloat32 fNdDepth = depth[iSampleIndex];
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#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
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if (fNdDepth > extents.fNearest) {
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extents.fFarthest = ffxMin(extents.fFarthest, fNdDepth);
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#else
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if (fNdDepth < extents.fNearest) {
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extents.fFarthest = ffxMax(extents.fFarthest, fNdDepth);
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#endif
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extents.fNearestCoord = iPos;
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extents.fNearest = fNdDepth;
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}
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}
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}
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return extents;
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}
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FfxFloat32x2 DilateMotionVector(FfxInt32x2 iPxPos, const DepthExtents depthExtents)
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{
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#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
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const FfxInt32x2 iSamplePos = iPxPos;
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const FfxInt32x2 iMotionVectorPos = depthExtents.fNearestCoord;
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#else
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const FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxPos);
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const FfxInt32x2 iMotionVectorPos = ComputeHrPosFromLrPos(depthExtents.fNearestCoord);
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#endif
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const FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iMotionVectorPos);
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return fDilatedMotionVector;
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}
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FfxFloat32 GetCurrentFrameLuma(FfxInt32x2 iPxPos)
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{
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//We assume linear data. if non-linear input (sRGB, ...),
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//then we should convert to linear first and back to sRGB on output.
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const FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxPos));
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const FfxFloat32 fLuma = RGBToLuma(fRgb);
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return fLuma;
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}
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void PrepareInputs(FfxInt32x2 iPxPos)
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{
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const DepthExtents depthExtents = FindDepthExtents(iPxPos);
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const FfxFloat32x2 fDilatedMotionVector = DilateMotionVector(iPxPos, depthExtents);
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ReconstructPrevDepth(iPxPos, depthExtents.fNearest, fDilatedMotionVector);
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StoreDilatedMotionVector(iPxPos, fDilatedMotionVector);
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StoreDilatedDepth(iPxPos, depthExtents.fNearest);
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const FfxFloat32 fFarthestDepthInMeters = ffxMin(GetViewSpaceDepthInMeters(depthExtents.fFarthest), FSR3UPSCALER_FP16_MAX);
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StoreFarthestDepth(iPxPos, fFarthestDepthInMeters);
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const FfxFloat32 fLuma = GetCurrentFrameLuma(iPxPos);
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StoreCurrentLuma(iPxPos, fLuma);
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}
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