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98 lines
4.2 KiB
98 lines
4.2 KiB
// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022 Advanced Micro Devices, Inc. All rights reserved.
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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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// 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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#ifndef FFX_FSR2_POSTPROCESS_LOCK_STATUS_H
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#define FFX_FSR2_POSTPROCESS_LOCK_STATUS_H
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FfxFloat32x4 WrapShadingChangeLuma(FfxInt32x2 iPxSample)
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{
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return FfxFloat32x4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
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}
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#if FFX_HALF
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FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample)
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{
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return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
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}
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#endif
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#if FFX_FSR2_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF && FFX_HALF
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DeclareCustomFetchBilinearSamplesMin16(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
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#else
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DeclareCustomFetchBilinearSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
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#endif
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DeclareCustomTextureSample(ShadingChangeLumaSample, Bilinear, FetchShadingChangeLumaSamples)
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FfxFloat32 GetShadingChangeLuma(FfxFloat32x2 fUvCoord)
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{
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// const FfxFloat32 fShadingChangeLuma = exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()) * LumaMipRcp());
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const FfxFloat32 fShadingChangeLuma = FfxFloat32(exp(SampleMipLuma(fUvCoord, LumaMipLevelToUse()) * FfxFloat32(LumaMipRcp())));
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return fShadingChangeLuma;
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}
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LockState GetLockState(FfxFloat32x3 fLockStatus)
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{
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LockState state = { FFX_FALSE, FFX_FALSE };
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//Check if this is a new or refreshed lock
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state.NewLock = fLockStatus[LOCK_LIFETIME_REMAINING] < FfxFloat32(0.0f);
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//For a non-refreshed lock, the lifetime is set to LockInitialLifetime()
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state.WasLockedPrevFrame = fLockStatus[LOCK_TRUST] != FfxFloat32(0.0f);
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return state;
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}
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LockState PostProcessLockStatus(FfxInt32x2 iPxHrPos, FFX_PARAMETER_IN FfxFloat32x2 fLrUvJittered, FFX_PARAMETER_IN FfxFloat32 fDepthClipFactor, const FfxFloat32 fAccumulationMask, FFX_PARAMETER_IN FfxFloat32 fHrVelocity,
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FFX_PARAMETER_INOUT FfxFloat32 fAccumulationTotalWeight, FFX_PARAMETER_INOUT FfxFloat32x3 fLockStatus, FFX_PARAMETER_OUT FfxFloat32 fLuminanceDiff) {
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const LockState state = GetLockState(fLockStatus);
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fLockStatus[LOCK_LIFETIME_REMAINING] = abs(fLockStatus[LOCK_LIFETIME_REMAINING]);
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FfxFloat32 fShadingChangeLuma = GetShadingChangeLuma(fLrUvJittered);
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//init temporal shading change factor, init to -1 or so in reproject to know if "true new"?
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fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == FfxFloat32(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA];
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FfxFloat32 fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA];
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fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], FfxFloat32(fShadingChangeLuma), FfxFloat32(0.5f));
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fLuminanceDiff = FfxFloat32(1) - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma);
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if (fLuminanceDiff > FfxFloat32(0.2f)) {
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KillLock(fLockStatus);
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}
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if (!state.NewLock && fLockStatus[LOCK_LIFETIME_REMAINING] >= FfxFloat32(0))
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{
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fLockStatus[LOCK_LIFETIME_REMAINING] *= (1.0f - fAccumulationMask);
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const FfxFloat32 depthClipThreshold = FfxFloat32(0.99f);
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if (fDepthClipFactor < depthClipThreshold)
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{
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KillLock(fLockStatus);
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}
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}
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return state;
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}
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#endif //!defined( FFX_FSR2_POSTPROCESS_LOCK_STATUS_H )
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