// This file is part of the FidelityFX SDK. // // Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. // // 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. #define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0 #define FSR2_BIND_SRV_INPUT_COLOR 1 #define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 2 #define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3 #define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4 #define FSR2_BIND_SRV_REACTIVE_MASK 4 #define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 5 #define FSR2_BIND_UAV_AUTOREACTIVE 0 #define FSR2_BIND_UAV_AUTOCOMPOSITION 1 #define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 2 #define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 3 #define FSR2_BIND_CB_FSR2 0 #define FSR2_BIND_CB_AUTOREACTIVE 1 #include "ffx_fsr2_callbacks_hlsl.h" #include "ffx_fsr2_common.h" #if defined(FSR2_BIND_CB_AUTOREACTIVE) cbuffer cbGenerateReactive : FFX_FSR2_DECLARE_CB(FSR2_BIND_CB_AUTOREACTIVE) { float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels float fTcScale; float fReactiveScale; float fReactiveMax; }; float getTcThreshold() { return fTcThreshold; } #else #define fTcThreshold 0.05f #define fTcScale 1.00f #define fReactiveScale 10.0f #define fReactiveMax 0.90f float getTcThreshold() { return fTcThreshold; } #endif #include "ffx_fsr2_tcr_autogen.h" #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #define FFX_FSR2_THREAD_GROUP_WIDTH 8 #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT #define FFX_FSR2_THREAD_GROUP_HEIGHT 8 #endif // FFX_FSR2_THREAD_GROUP_HEIGHT #ifndef FFX_FSR2_THREAD_GROUP_DEPTH #define FFX_FSR2_THREAD_GROUP_DEPTH 1 #endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH #ifndef FFX_FSR2_NUM_THREADS #define FFX_FSR2_NUM_THREADS [numthreads(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT, FFX_FSR2_THREAD_GROUP_DEPTH)] #endif // #ifndef FFX_FSR2_NUM_THREADS FFX_FSR2_NUM_THREADS FFX_FSR2_EMBED_ROOTSIG_CONTENT void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID) { FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(uGroupId * uint2(FFX_FSR2_THREAD_GROUP_WIDTH, FFX_FSR2_THREAD_GROUP_HEIGHT) + uGroupThreadId); // ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV // fetch pre- and post-alpha color values FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() ); FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) ); FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f); FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) ); FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) ); FFX_MIN16_F2 outReactiveMask = 0; outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx); if (outReactiveMask.y > 0.5f) { outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx); outReactiveMask.x *= FFX_MIN16_F(fReactiveScale); outReactiveMask.x = outReactiveMask.x < fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( fReactiveMax ); } outReactiveMask.y *= FFX_MIN16_F(fTcScale ); outReactiveMask.x = max( outReactiveMask.x, FFX_MIN16_F( LoadReactiveMask(uDispatchThreadId) ) ); outReactiveMask.y = max( outReactiveMask.y, FFX_MIN16_F( LoadTransparencyAndCompositionMask(uDispatchThreadId) ) ); StoreAutoReactive(uDispatchThreadId, outReactiveMask); StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha); StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha); }