// 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_REPROJECT_H #define FFX_FSR2_REPROJECT_H #ifndef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 1 // Approximate #endif FfxFloat32x4 WrapHistory(FfxInt32x2 iPxSample) { return LoadHistory(iPxSample); } #if FFX_HALF FFX_MIN16_F4 WrapHistory(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadHistory(iPxSample)); } #endif #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBicubicSamplesMin16(FetchHistorySamples, WrapHistory) DeclareCustomTextureSampleMin16(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) #else DeclareCustomFetchBicubicSamples(FetchHistorySamples, WrapHistory) DeclareCustomTextureSample(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) #endif FfxFloat32x4 WrapLockStatus(FfxInt32x2 iPxSample) { return FfxFloat32x4(LoadLockStatus(iPxSample), 0.0f); } #if FFX_HALF FFX_MIN16_F4 WrapLockStatus(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadLockStatus(iPxSample), 0.0f); } #endif #if 1 #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBilinearSamplesMin16(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSampleMin16(LockStatusSample, Bilinear, FetchLockStatusSamples) #else DeclareCustomFetchBilinearSamples(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSample(LockStatusSample, Bilinear, FetchLockStatusSamples) #endif #else #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBicubicSamplesMin16(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSampleMin16(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) #else DeclareCustomFetchBicubicSamples(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSample(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) #endif #endif FfxFloat32x2 GetMotionVector(FfxInt32x2 iPxHrPos, FfxFloat32x2 fHrUv) { #if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(FFX_MIN16_I2(fHrUv * RenderSize())); #else FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iPxHrPos); #endif return fDilatedMotionVector; } void ComputeReprojectedUVs(FfxInt32x2 iPxHrPos, FfxFloat32x2 fMotionVector, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxBoolean bIsExistingSample) { FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / DisplaySize(); fReprojectedHrUv = fHrUv + fMotionVector; bIsExistingSample = (fReprojectedHrUv.x >= 0.0f && fReprojectedHrUv.x <= 1.0f) && (fReprojectedHrUv.y >= 0.0f && fReprojectedHrUv.y <= 1.0f); } void ReprojectHistoryColor(FfxInt32x2 iPxHrPos, FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxFloat32x4 fHistoryColorAndWeight) { fHistoryColorAndWeight = HistorySample(fReprojectedHrUv, DisplaySize()); fHistoryColorAndWeight.rgb *= Exposure(); #if FFX_FSR2_OPTION_HDR_COLOR_INPUT fHistoryColorAndWeight.rgb = Tonemap(fHistoryColorAndWeight.rgb); #endif fHistoryColorAndWeight.rgb = RGBToYCoCg(fHistoryColorAndWeight.rgb); } void ReprojectHistoryLockStatus(FfxInt32x2 iPxHrPos, FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxFloat32x3 fReprojectedLockStatus) { // If function is called from Accumulate pass, we need to treat locks differently FfxFloat32 fInPlaceLockLifetime = LoadRwLockStatus(iPxHrPos)[LOCK_LIFETIME_REMAINING]; fReprojectedLockStatus = SampleLockStatus(fReprojectedHrUv); // Keep lifetime if new lock if (fInPlaceLockLifetime < 0.0f) { fReprojectedLockStatus[LOCK_LIFETIME_REMAINING] = fInPlaceLockLifetime; } } #endif //!defined( FFX_FSR2_REPROJECT_H )