// This file is part of the FidelityFX SDK. // // Copyright (c) 2022 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. #ifndef FFX_FSR2_ACCUMULATE_H #define FFX_FSR2_ACCUMULATE_H #define FFX_FSR2_OPTION_GUARANTEE_UPSAMPLE_WEIGHT_ON_NEW_SAMPLES 1 FfxFloat32 GetPxHrVelocity(FfxFloat32x2 fMotionVector) { return length(fMotionVector * DisplaySize()); } #if FFX_HALF FFX_MIN16_F GetPxHrVelocity(FFX_MIN16_F2 fMotionVector) { return length(fMotionVector * FFX_MIN16_F2(DisplaySize())); } #endif void Accumulate(FfxInt32x2 iPxHrPos, FFX_PARAMETER_INOUT FfxFloat32x4 fHistory, FFX_PARAMETER_IN FfxFloat32x4 fUpsampled, FFX_PARAMETER_IN FfxFloat32 fDepthClipFactor, FFX_PARAMETER_IN FfxFloat32 fHrVelocity) { fHistory.w = fHistory.w + fUpsampled.w; fUpsampled.rgb = YCoCgToRGB(fUpsampled.rgb); const FfxFloat32 fAlpha = fUpsampled.w / fHistory.w; fHistory.rgb = ffxLerp(fHistory.rgb, fUpsampled.rgb, fAlpha); FfxFloat32 fMaxAverageWeight = FfxFloat32(ffxLerp(MaxAccumulationWeight(), accumulationMaxOnMotion, ffxSaturate(fHrVelocity * 10.0f))); fHistory.w = ffxMin(fHistory.w, fMaxAverageWeight); } void RectifyHistory( RectificationBoxData clippingBox, inout FfxFloat32x4 fHistory, FFX_PARAMETER_IN FfxFloat32x3 fLockStatus, FFX_PARAMETER_IN FfxFloat32 fDepthClipFactor, FFX_PARAMETER_IN FfxFloat32 fLumaStabilityFactor, FFX_PARAMETER_IN FfxFloat32 fLuminanceDiff, FFX_PARAMETER_IN FfxFloat32 fUpsampleWeight, FFX_PARAMETER_IN FfxFloat32 fLockContributionThisFrame) { FfxFloat32 fScaleFactorInfluence = FfxFloat32(1.0f / DownscaleFactor().x - 1); FfxFloat32 fBoxScale = FfxFloat32(1.0f) + (FfxFloat32(0.5f) * fScaleFactorInfluence); FfxFloat32x3 fScaledBoxVec = clippingBox.boxVec * fBoxScale; FfxFloat32x3 boxMin = clippingBox.boxCenter - fScaledBoxVec; FfxFloat32x3 boxMax = clippingBox.boxCenter + fScaledBoxVec; FfxFloat32x3 boxCenter = clippingBox.boxCenter; FfxFloat32 boxVecSize = length(clippingBox.boxVec); boxMin = ffxMax(clippingBox.aabbMin, boxMin); boxMax = ffxMin(clippingBox.aabbMax, boxMax); FfxFloat32x3 distToClampOutside = ffxMax(ffxMax(FfxFloat32x3(0, 0, 0), boxMin - fHistory.xyz), ffxMax(FfxFloat32x3(0, 0, 0), fHistory.xyz - boxMax)); if (any(FFX_GREATER_THAN(distToClampOutside, FfxFloat32x3(0, 0, 0)))) { const FfxFloat32x3 clampedHistorySample = clamp(fHistory.xyz, boxMin, boxMax); FfxFloat32x3 clippedHistoryToBoxCenter = abs(clampedHistorySample - boxCenter); FfxFloat32x3 historyToBoxCenter = abs(fHistory.xyz - boxCenter); FfxFloat32x3 HistoryColorWeight; HistoryColorWeight.x = historyToBoxCenter.x > FfxFloat32(0) ? clippedHistoryToBoxCenter.x / historyToBoxCenter.x : FfxFloat32(0.0f); HistoryColorWeight.y = historyToBoxCenter.y > FfxFloat32(0) ? clippedHistoryToBoxCenter.y / historyToBoxCenter.y : FfxFloat32(0.0f); HistoryColorWeight.z = historyToBoxCenter.z > FfxFloat32(0) ? clippedHistoryToBoxCenter.z / historyToBoxCenter.z : FfxFloat32(0.0f); FfxFloat32x3 fHistoryContribution = HistoryColorWeight; // only lock luma fHistoryContribution += ffxMax(fLockContributionThisFrame, fLumaStabilityFactor).xxx; fHistoryContribution *= (fDepthClipFactor * fDepthClipFactor); fHistory.xyz = ffxLerp(clampedHistorySample.xyz, fHistory.xyz, ffxSaturate(fHistoryContribution)); } } void WriteUpscaledOutput(FfxInt32x2 iPxHrPos, FfxFloat32x3 fUpscaledColor) { StoreUpscaledOutput(iPxHrPos, fUpscaledColor); } FfxFloat32 GetLumaStabilityFactor(FfxFloat32x2 fHrUv, FfxFloat32 fHrVelocity) { FfxFloat32 fLumaStabilityFactor = SampleLumaStabilityFactor(fHrUv); // Only apply on still, have to reproject luma history resource if we want it to work on motion fLumaStabilityFactor *= FfxFloat32(fHrVelocity < 0.1f); return fLumaStabilityFactor; } FfxFloat32 GetLockContributionThisFrame(FfxFloat32x2 fUvCoord, FfxFloat32 fAccumulationMask, FfxFloat32 fParticleMask, FfxFloat32x3 fLockStatus) { const FfxFloat32 fNormalizedLockLifetime = GetNormalizedRemainingLockLifetime(fLockStatus); // Rectify on lock frame FfxFloat32 fLockContributionThisFrame = ffxSaturate(fNormalizedLockLifetime * FfxFloat32(4)); return fLockContributionThisFrame; } void FinalizeLockStatus(FfxInt32x2 iPxHrPos, FfxFloat32x3 fLockStatus, FfxFloat32 fUpsampledWeight) { // Increase trust const FfxFloat32 fTrustIncreaseLanczosMax = FfxFloat32(12); // same increase no matter the MaxAccumulationWeight() value. const FfxFloat32 fTrustIncrease = FfxFloat32(fUpsampledWeight / fTrustIncreaseLanczosMax); fLockStatus[LOCK_TRUST] = ffxMin(FfxFloat32(1), fLockStatus[LOCK_TRUST] + fTrustIncrease); // Decrease lock lifetime const FfxFloat32 fLifetimeDecreaseLanczosMax = FfxFloat32(JitterSequenceLength()) * FfxFloat32(averageLanczosWeightPerFrame); const FfxFloat32 fLifetimeDecrease = FfxFloat32(fUpsampledWeight / fLifetimeDecreaseLanczosMax); fLockStatus[LOCK_LIFETIME_REMAINING] = ffxMax(FfxFloat32(0), fLockStatus[LOCK_LIFETIME_REMAINING] - fLifetimeDecrease); StoreLockStatus(iPxHrPos, fLockStatus); } FfxFloat32 ComputeMaxAccumulationWeight(FfxFloat32 fHrVelocity, FfxFloat32 fReactiveMax, FfxFloat32 fDepthClipFactor, FfxFloat32 fLuminanceDiff, LockState lockState) { FfxFloat32 normalizedMinimum = FfxFloat32(accumulationMaxOnMotion) / FfxFloat32(MaxAccumulationWeight()); FfxFloat32 fReactiveMaxAccumulationWeight = FfxFloat32(1) - fReactiveMax; FfxFloat32 fMotionMaxAccumulationWeight = ffxLerp(FfxFloat32(1), normalizedMinimum, ffxSaturate(fHrVelocity * FfxFloat32(10))); FfxFloat32 fDepthClipMaxAccumulationWeight = fDepthClipFactor; FfxFloat32 fLuminanceDiffMaxAccumulationWeight = ffxSaturate(ffxMax(normalizedMinimum, FfxFloat32(1) - fLuminanceDiff)); FfxFloat32 maxAccumulation = FfxFloat32(MaxAccumulationWeight()) * ffxMin( ffxMin(fReactiveMaxAccumulationWeight, fMotionMaxAccumulationWeight), ffxMin(fDepthClipMaxAccumulationWeight, fLuminanceDiffMaxAccumulationWeight) ); return (lockState.NewLock && !lockState.WasLockedPrevFrame) ? FfxFloat32(accumulationMaxOnMotion) : maxAccumulation; } FfxFloat32x2 ComputeKernelWeight(in FfxFloat32 fHistoryWeight, in FfxFloat32 fDepthClipFactor, in FfxFloat32 fReactivityFactor) { FfxFloat32 fKernelSizeBias = ffxSaturate(ffxMax(FfxFloat32(0), fHistoryWeight - FfxFloat32(0.5)) / FfxFloat32(3)); FfxFloat32 fOneMinusReactiveMax = FfxFloat32(1) - fReactivityFactor; FfxFloat32x2 fKernelWeight = FfxFloat32(1) + (FfxFloat32(1.0f) / FfxFloat32x2(DownscaleFactor()) - FfxFloat32(1)) * FfxFloat32(fKernelSizeBias) * fOneMinusReactiveMax; //average value on disocclusion, to help decrease high value sample importance wait for accumulation to kick in fKernelWeight *= FfxFloat32x2(0.5f, 0.5f) + fDepthClipFactor * FfxFloat32x2(0.5f, 0.5f); return ffxMin(FfxFloat32x2(1.99f, 1.99f), fKernelWeight); } void Accumulate(FfxInt32x2 iPxHrPos) { const FfxFloat32x2 fSamplePosHr = iPxHrPos + 0.5f; const FfxFloat32x2 fPxLrPos = fSamplePosHr * DownscaleFactor(); // Source resolution output pixel center position const FfxInt32x2 iPxLrPos = FfxInt32x2(floor(fPxLrPos)); // TODO: what about weird upscale factors... const FfxFloat32x2 fSamplePosUnjitterLr = (FfxFloat32x2(iPxLrPos) + FfxFloat32x2(0.5f, 0.5f)) - Jitter(); // This is the un-jittered position of the sample at offset 0,0 const FfxFloat32x2 fLrUvJittered = (fPxLrPos + Jitter()) / RenderSize(); const FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / DisplaySize(); const FfxFloat32x2 fMotionVector = GetMotionVector(iPxHrPos, fHrUv); const FfxFloat32 fHrVelocity = GetPxHrVelocity(fMotionVector); const FfxFloat32 fDepthClipFactor = ffxSaturate(SampleDepthClip(fLrUvJittered)); const FfxFloat32 fLumaStabilityFactor = GetLumaStabilityFactor(fHrUv, fHrVelocity); const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(fLrUvJittered); const FfxFloat32 fReactiveMax = fDilatedReactiveMasks.x; const FfxFloat32 fAccumulationMask = fDilatedReactiveMasks.y; const FfxBoolean bIsResetFrame = (0 == FrameIndex()); FfxFloat32x4 fHistoryColorAndWeight = FfxFloat32x4(0, 0, 0, 0); FfxFloat32x3 fLockStatus; InitializeNewLockSample(fLockStatus); FfxBoolean bIsExistingSample = FFX_TRUE; FfxFloat32x2 fReprojectedHrUv = FfxFloat32x2(0, 0); ComputeReprojectedUVs(iPxHrPos, fMotionVector, fReprojectedHrUv, bIsExistingSample); if (bIsExistingSample && !bIsResetFrame) { ReprojectHistoryColor(iPxHrPos, fReprojectedHrUv, fHistoryColorAndWeight); ReprojectHistoryLockStatus(iPxHrPos, fReprojectedHrUv, fLockStatus); } FfxFloat32 fLuminanceDiff = FfxFloat32(0.0f); LockState lockState = PostProcessLockStatus(iPxHrPos, fLrUvJittered, FfxFloat32(fDepthClipFactor), fAccumulationMask, fHrVelocity, fHistoryColorAndWeight.w, fLockStatus, fLuminanceDiff); fHistoryColorAndWeight.w = ffxMin(fHistoryColorAndWeight.w, ComputeMaxAccumulationWeight( FfxFloat32(fHrVelocity), fReactiveMax, FfxFloat32(fDepthClipFactor), FfxFloat32(fLuminanceDiff), lockState )); const FfxFloat32 fNormalizedLockLifetime = GetNormalizedRemainingLockLifetime(fLockStatus); // Kill accumulation based on shading change fHistoryColorAndWeight.w = ffxMin(fHistoryColorAndWeight.w, FfxFloat32(ffxMax(0.0f, MaxAccumulationWeight() * ffxPow(FfxFloat32(1) - fLuminanceDiff, 2.0f / 1.0f)))); // Load upsampled input color RectificationBoxData clippingBox; FfxFloat32 fKernelBias = fAccumulationMask * ffxSaturate(ffxMax(0.0f, fHistoryColorAndWeight.w - 0.5f) / 3.0f); FfxFloat32 fReactiveWeighted = 0; // No trust in reactive areas fLockStatus[LOCK_TRUST] = ffxMin(fLockStatus[LOCK_TRUST], FfxFloat32(1.0f) - FfxFloat32(pow(fReactiveMax, 1.0f / 3.0f))); fLockStatus[LOCK_TRUST] = ffxMin(fLockStatus[LOCK_TRUST], FfxFloat32(fDepthClipFactor)); FfxFloat32x2 fKernelWeight = ComputeKernelWeight(fHistoryColorAndWeight.w, FfxFloat32(fDepthClipFactor), ffxMax((FfxFloat32(1) - fLockStatus[LOCK_TRUST]), fReactiveMax)); FfxFloat32x4 fUpsampledColorAndWeight = ComputeUpsampledColorAndWeight(iPxHrPos, fKernelWeight, clippingBox); #if FFX_FSR2_OPTION_GUARANTEE_UPSAMPLE_WEIGHT_ON_NEW_SAMPLES // Make sure all samples have same weight on reset/first frame. Upsampled weight should never be 0.0f when history accumulation is 0.0f. fUpsampledColorAndWeight.w = (fHistoryColorAndWeight.w == 0.0f) ? ffxMax(FSR2_EPSILON, fUpsampledColorAndWeight.w) : fUpsampledColorAndWeight.w; #endif FfxFloat32 fLockContributionThisFrame = GetLockContributionThisFrame(fHrUv, fAccumulationMask, fReactiveMax, fLockStatus); // Update accumulation and rectify history if (fHistoryColorAndWeight.w > FfxFloat32(0)) { RectifyHistory(clippingBox, fHistoryColorAndWeight, fLockStatus, FfxFloat32(fDepthClipFactor), FfxFloat32(fLumaStabilityFactor), FfxFloat32(fLuminanceDiff), fUpsampledColorAndWeight.w, fLockContributionThisFrame); fHistoryColorAndWeight.rgb = YCoCgToRGB(fHistoryColorAndWeight.rgb); } Accumulate(iPxHrPos, fHistoryColorAndWeight, fUpsampledColorAndWeight, fDepthClipFactor, fHrVelocity); //Subtract accumulation weight in reactive areas fHistoryColorAndWeight.w -= fUpsampledColorAndWeight.w * fReactiveMax; #if FFX_FSR2_OPTION_HDR_COLOR_INPUT fHistoryColorAndWeight.rgb = InverseTonemap(fHistoryColorAndWeight.rgb); #endif fHistoryColorAndWeight.rgb /= FfxFloat32(Exposure()); FinalizeLockStatus(iPxHrPos, fLockStatus, fUpsampledColorAndWeight.w); StoreInternalColorAndWeight(iPxHrPos, fHistoryColorAndWeight); // Output final color when RCAS is disabled #if FFX_FSR2_OPTION_APPLY_SHARPENING == 0 WriteUpscaledOutput(iPxHrPos, fHistoryColorAndWeight.rgb); #endif } #endif // FFX_FSR2_ACCUMULATE_H