// 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. FFX_MIN16_F4 WrapDepthClipMask(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadDepthClip(iPxSample).r, 0, 0, 0); } DeclareCustomFetchBilinearSamples(FetchDepthClipMaskSamples, WrapDepthClipMask) DeclareCustomTextureSample(DepthClipMaskSample, Bilinear, FetchDepthClipMaskSamples) FFX_MIN16_F4 WrapTransparencyAndCompositionMask(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadTransparencyAndCompositionMask(iPxSample).r, 0, 0, 0); } DeclareCustomFetchBilinearSamples(FetchTransparencyAndCompositionMaskSamples, WrapTransparencyAndCompositionMask) DeclareCustomTextureSample(TransparencyAndCompositionMaskSample, Bilinear, FetchTransparencyAndCompositionMaskSamples) FfxFloat32x4 WrapLumaStabilityFactor(FFX_MIN16_I2 iPxSample) { return FfxFloat32x4(LoadLumaStabilityFactor(iPxSample), 0, 0, 0); } DeclareCustomFetchBilinearSamples(FetchLumaStabilitySamples, WrapLumaStabilityFactor) DeclareCustomTextureSample(LumaStabilityFactorSample, Bilinear, FetchLumaStabilitySamples) FfxFloat32 GetPxHrVelocity(FfxFloat32x2 fMotionVector) { return length(fMotionVector * DisplaySize()); } void Accumulate(FFX_MIN16_I2 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 = ffxLerp(MaxAccumulationWeight(), accumulationMaxOnMotion, ffxSaturate(fHrVelocity * 10.0f)); fHistory.w = ffxMin(fHistory.w, fMaxAverageWeight); } void RectifyHistory( RectificationBoxData clippingBox, inout FfxFloat32x4 fHistory, FFX_PARAMETER_IN LOCK_STATUS_T fLockStatus, FFX_PARAMETER_IN UPSAMPLE_F fDepthClipFactor, FFX_PARAMETER_IN UPSAMPLE_F fLumaStabilityFactor, FFX_PARAMETER_IN UPSAMPLE_F fLuminanceDiff, FFX_PARAMETER_IN UPSAMPLE_F fUpsampleWeight, FFX_PARAMETER_IN FfxFloat32 fLockContributionThisFrame) { UPSAMPLE_F fScaleFactorInfluence = UPSAMPLE_F(1.0f / DownscaleFactor().x - 1); UPSAMPLE_F fBoxScale = UPSAMPLE_F(1.0f) + (UPSAMPLE_F(0.5f) * fScaleFactorInfluence); FFX_MIN16_F3 fScaledBoxVec = clippingBox.boxVec * fBoxScale; UPSAMPLE_F3 boxMin = clippingBox.boxCenter - fScaledBoxVec; UPSAMPLE_F3 boxMax = clippingBox.boxCenter + fScaledBoxVec; UPSAMPLE_F3 boxCenter = clippingBox.boxCenter; UPSAMPLE_F boxVecSize = length(clippingBox.boxVec); boxMin = ffxMax(clippingBox.aabbMin, boxMin); boxMax = ffxMin(clippingBox.aabbMax, boxMax); UPSAMPLE_F3 distToClampOutside = UPSAMPLE_F3(ffxMax(ffxMax(UPSAMPLE_F3_BROADCAST(0.0f), boxMin - UPSAMPLE_F3(fHistory.xyz)), ffxMax(UPSAMPLE_F3_BROADCAST(0.0f), UPSAMPLE_F3(fHistory.xyz) - boxMax))); if (any(FFX_GREATER_THAN(distToClampOutside, UPSAMPLE_F3_BROADCAST(0.0f)))) { const UPSAMPLE_F3 clampedHistorySample = clamp(UPSAMPLE_F3(fHistory.xyz), boxMin, boxMax); UPSAMPLE_F3 clippedHistoryToBoxCenter = abs(clampedHistorySample - boxCenter); UPSAMPLE_F3 historyToBoxCenter = abs(UPSAMPLE_F3(fHistory.xyz) - boxCenter); UPSAMPLE_F3 HistoryColorWeight; HistoryColorWeight.x = historyToBoxCenter.x > UPSAMPLE_F(0) ? clippedHistoryToBoxCenter.x / historyToBoxCenter.x : UPSAMPLE_F(0.0f); HistoryColorWeight.y = historyToBoxCenter.y > UPSAMPLE_F(0) ? clippedHistoryToBoxCenter.y / historyToBoxCenter.y : UPSAMPLE_F(0.0f); HistoryColorWeight.z = historyToBoxCenter.z > UPSAMPLE_F(0) ? clippedHistoryToBoxCenter.z / historyToBoxCenter.z : UPSAMPLE_F(0.0f); UPSAMPLE_F3 fHistoryContribution = HistoryColorWeight; // only lock luma fHistoryContribution += UPSAMPLE_F3_BROADCAST(ffxMax(UPSAMPLE_F(fLockContributionThisFrame), fLumaStabilityFactor)); fHistoryContribution *= (fDepthClipFactor * fDepthClipFactor); fHistory.xyz = FfxFloat32x3(ffxLerp(clampedHistorySample.xyz, fHistory.xyz, ffxSaturate(fHistoryContribution))); } } void WriteUpscaledOutput(FFX_MIN16_I2 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, LOCK_STATUS_T fLockStatus) { const UPSAMPLE_F fNormalizedLockLifetime = GetNormalizedRemainingLockLifetime(fLockStatus); // Rectify on lock frame FfxFloat32 fLockContributionThisFrame = ffxSaturate(fNormalizedLockLifetime * UPSAMPLE_F(4)); fLockContributionThisFrame *= (1.0f - fParticleMask); //Take down contribution in transparent areas fLockContributionThisFrame *= FfxFloat32(fAccumulationMask.r > 0.1f); return fLockContributionThisFrame; } void FinalizeLockStatus(FFX_MIN16_I2 iPxHrPos, LOCK_STATUS_T fLockStatus, FfxFloat32 fUpsampledWeight) { // Increase trust const UPSAMPLE_F fTrustIncreaseLanczosMax = UPSAMPLE_F(12); // same increase no matter the MaxAccumulationWeight() value. const UPSAMPLE_F fTrustIncrease = UPSAMPLE_F(fUpsampledWeight / fTrustIncreaseLanczosMax); fLockStatus[LOCK_TRUST] = ffxMin(LOCK_STATUS_F1(1), fLockStatus[LOCK_TRUST] + fTrustIncrease); // Decrease lock lifetime const UPSAMPLE_F fLifetimeDecreaseLanczosMax = UPSAMPLE_F(JitterSequenceLength()) * UPSAMPLE_F(averageLanczosWeightPerFrame); const UPSAMPLE_F fLifetimeDecrease = UPSAMPLE_F(fUpsampledWeight / fLifetimeDecreaseLanczosMax); fLockStatus[LOCK_LIFETIME_REMAINING] = ffxMax(LOCK_STATUS_F1(0), fLockStatus[LOCK_LIFETIME_REMAINING] - fLifetimeDecrease); StoreLockStatus(iPxHrPos, fLockStatus); } UPSAMPLE_F ComputeMaxAccumulationWeight(UPSAMPLE_F fHrVelocity, UPSAMPLE_F fReactiveMax, UPSAMPLE_F fDepthClipFactor, UPSAMPLE_F fLuminanceDiff, LockState lockState) { UPSAMPLE_F normalizedMinimum = UPSAMPLE_F(accumulationMaxOnMotion) / UPSAMPLE_F(MaxAccumulationWeight()); UPSAMPLE_F fReactiveMaxAccumulationWeight = UPSAMPLE_F(1) - fReactiveMax; UPSAMPLE_F fMotionMaxAccumulationWeight = ffxLerp(UPSAMPLE_F(1), normalizedMinimum, ffxSaturate(fHrVelocity * UPSAMPLE_F(10))); UPSAMPLE_F fDepthClipMaxAccumulationWeight = fDepthClipFactor; UPSAMPLE_F fLuminanceDiffMaxAccumulationWeight = ffxSaturate(ffxMax(normalizedMinimum, UPSAMPLE_F(1) - fLuminanceDiff)); UPSAMPLE_F maxAccumulation = UPSAMPLE_F(MaxAccumulationWeight()) * ffxMin( ffxMin(fReactiveMaxAccumulationWeight, fMotionMaxAccumulationWeight), ffxMin(fDepthClipMaxAccumulationWeight, fLuminanceDiffMaxAccumulationWeight) ); return (lockState.NewLock && !lockState.WasLockedPrevFrame) ? UPSAMPLE_F(accumulationMaxOnMotion) : maxAccumulation; } UPSAMPLE_F2 ComputeKernelWeight(in UPSAMPLE_F fHistoryWeight, in UPSAMPLE_F fDepthClipFactor, in UPSAMPLE_F fReactivityFactor) { UPSAMPLE_F fKernelSizeBias = ffxSaturate(ffxMax(UPSAMPLE_F(0), fHistoryWeight - UPSAMPLE_F(0.5)) / UPSAMPLE_F(3)); //high bias on disocclusions UPSAMPLE_F fOneMinusReactiveMax = UPSAMPLE_F(1) - fReactivityFactor; UPSAMPLE_F2 fKernelWeight = UPSAMPLE_F(1) + (UPSAMPLE_F(1.0f) / UPSAMPLE_F2(DownscaleFactor()) - UPSAMPLE_F(1)) * UPSAMPLE_F(fKernelSizeBias) * fOneMinusReactiveMax; //average value on disocclusion, to help decrease high value sample importance wait for accumulation to kick in fKernelWeight *= FFX_BROADCAST_MIN_FLOAT16X2(UPSAMPLE_F(0.5) + fDepthClipFactor * UPSAMPLE_F(0.5)); return ffxMin(FFX_BROADCAST_MIN_FLOAT16X2(1.99), fKernelWeight); } void Accumulate(FFX_MIN16_I2 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 FfxFloat32 fAccumulationMask = 1.0f - TransparencyAndCompositionMaskSample(fLrUvJittered, RenderSize()).r; FfxInt32x2 offsetTL; offsetTL.x = (fSamplePosUnjitterLr.x > fPxLrPos.x) ? FfxInt32(0) : FfxInt32(1); offsetTL.y = (fSamplePosUnjitterLr.y > fPxLrPos.y) ? FfxInt32(0) : FfxInt32(1); const UPSAMPLE_F fReactiveMax = UPSAMPLE_F(1) - Pow3(UPSAMPLE_F(1) - LoadReactiveMax(FFX_MIN16_I2(iPxLrPos + offsetTL))); FfxFloat32x4 fHistoryColorAndWeight = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f); LOCK_STATUS_T fLockStatus = CreateNewLockSample(); FfxBoolean bIsExistingSample = FFX_TRUE; FfxFloat32x2 fReprojectedHrUv = FfxFloat32x2(0, 0); ComputeReprojectedUVs(iPxHrPos, fMotionVector, fReprojectedHrUv, bIsExistingSample); if (bIsExistingSample) { ReprojectHistoryColor(iPxHrPos, fReprojectedHrUv, fHistoryColorAndWeight); ReprojectHistoryLockStatus(iPxHrPos, fReprojectedHrUv, fLockStatus); } FFX_MIN16_F fLuminanceDiff = FFX_MIN16_F(0.0f); LockState lockState = PostProcessLockStatus(iPxHrPos, fLrUvJittered, FFX_MIN16_F(fDepthClipFactor), fHrVelocity, fHistoryColorAndWeight.w, fLockStatus, fLuminanceDiff); fHistoryColorAndWeight.w = ffxMin(fHistoryColorAndWeight.w, ComputeMaxAccumulationWeight( UPSAMPLE_F(fHrVelocity), fReactiveMax, UPSAMPLE_F(fDepthClipFactor), UPSAMPLE_F(fLuminanceDiff), lockState )); const UPSAMPLE_F fNormalizedLockLifetime = GetNormalizedRemainingLockLifetime(fLockStatus); // Kill accumulation based on shading change fHistoryColorAndWeight.w = ffxMin(fHistoryColorAndWeight.w, FFX_MIN16_F(ffxMax(0.0f, MaxAccumulationWeight() * ffxPow(UPSAMPLE_F(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], LOCK_STATUS_F1(1.0f) - LOCK_STATUS_F1(pow(fReactiveMax, 1.0f / 3.0f))); fLockStatus[LOCK_TRUST] = ffxMin(fLockStatus[LOCK_TRUST], LOCK_STATUS_F1(fDepthClipFactor)); UPSAMPLE_F2 fKernelWeight = ComputeKernelWeight(UPSAMPLE_F(fHistoryColorAndWeight.w), UPSAMPLE_F(fDepthClipFactor), ffxMax((UPSAMPLE_F(1) - fLockStatus[LOCK_TRUST]), fReactiveMax)); UPSAMPLE_F4 fUpsampledColorAndWeight = ComputeUpsampledColorAndWeight(iPxHrPos, fKernelWeight, clippingBox); FfxFloat32 fLockContributionThisFrame = GetLockContributionThisFrame(fHrUv, fAccumulationMask, fReactiveMax, fLockStatus); // Update accumulation and rectify history if (fHistoryColorAndWeight.w > 0.0f) { RectifyHistory(clippingBox, fHistoryColorAndWeight, fLockStatus, UPSAMPLE_F(fDepthClipFactor), UPSAMPLE_F(fLumaStabilityFactor), UPSAMPLE_F(fLuminanceDiff), fUpsampledColorAndWeight.w, fLockContributionThisFrame); fHistoryColorAndWeight.rgb = YCoCgToRGB(fHistoryColorAndWeight.rgb); } Accumulate(iPxHrPos, fHistoryColorAndWeight, fUpsampledColorAndWeight, fDepthClipFactor, fHrVelocity); //Subtract accumulation weight in reactive areas fHistoryColorAndWeight.w -= FfxFloat32(fUpsampledColorAndWeight.w * fReactiveMax); #if FFX_FSR2_OPTION_HDR_COLOR_INPUT fHistoryColorAndWeight.rgb = InverseTonemap(fHistoryColorAndWeight.rgb); #endif fHistoryColorAndWeight.rgb /= 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 }