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68 lines
2.6 KiB
68 lines
2.6 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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FFX_STATIC const FfxInt32 s_MipLevelsToUse = 3;
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struct ShadingChangeLumaInfo
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{
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FfxFloat32 fSamples[s_MipLevelsToUse];
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};
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ShadingChangeLumaInfo ComputeShadingChangeLuma(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, const FfxInt32x2 iCurrentSize)
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{
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ShadingChangeLumaInfo info;
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const FfxFloat32x2 fMipUv = ClampUv(fUv, ShadingChangeRenderSize(), GetSPDMipDimensions(0));
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FFX_UNROLL
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for (FfxInt32 iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++) {
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const FfxFloat32x2 fSample = SampleSPDMipLevel(fMipUv, iMipLevel);
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info.fSamples[iMipLevel] = abs(fSample.x * fSample.y);
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}
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return info;
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}
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void ShadingChange(FfxInt32x2 iPxPos)
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{
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if (IsOnScreen(FfxInt32x2(iPxPos), ShadingChangeRenderSize())) {
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const FfxFloat32x2 fUv = (iPxPos + 0.5f) / ShadingChangeRenderSize();
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const FfxFloat32x2 fUvJittered = fUv + Jitter() / RenderSize();
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const ShadingChangeLumaInfo info = ComputeShadingChangeLuma(iPxPos, fUvJittered, ShadingChangeRenderSize());
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const FfxFloat32 fScale = 1.0f + iShadingChangeMipStart / s_MipLevelsToUse;
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FfxFloat32 fShadingChange = 0.0f;
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FFX_UNROLL
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for (int iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++)
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{
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if (info.fSamples[iMipLevel] > 0) {
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fShadingChange = ffxMax(fShadingChange, info.fSamples[iMipLevel]) * fScale;
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}
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}
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StoreShadingChange(iPxPos, ffxSaturate(fShadingChange));
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}
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}
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