// 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_POSTPROCESS_LOCK_STATUS_H #define FFX_FSR2_POSTPROCESS_LOCK_STATUS_H FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0); } DeclareCustomFetchBilinearSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma) DeclareCustomTextureSample(ShadingChangeLumaSample, Bilinear, FetchShadingChangeLumaSamples) FFX_MIN16_F GetShadingChangeLuma(FfxFloat32x2 fUvCoord) { // const FfxFloat32 fShadingChangeLuma = exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()) * LumaMipRcp()); const FFX_MIN16_F fShadingChangeLuma = FFX_MIN16_F(exp(SampleMipLuma(fUvCoord, LumaMipLevelToUse()) * FFX_MIN16_F(LumaMipRcp()))); return fShadingChangeLuma; } LockState GetLockState(LOCK_STATUS_T fLockStatus) { LockState state = { FFX_FALSE, FFX_FALSE }; //Check if this is a new or refreshed lock state.NewLock = fLockStatus[LOCK_LIFETIME_REMAINING] < LOCK_STATUS_F1(0.0f); //For a non-refreshed lock, the lifetime is set to LockInitialLifetime() state.WasLockedPrevFrame = fLockStatus[LOCK_TRUST] != LOCK_STATUS_F1(0.0f); return state; } LockState PostProcessLockStatus(FFX_MIN16_I2 iPxHrPos, FFX_PARAMETER_IN FfxFloat32x2 fLrUvJittered, FFX_PARAMETER_IN FFX_MIN16_F fDepthClipFactor, FFX_PARAMETER_IN FfxFloat32 fHrVelocity, FFX_PARAMETER_INOUT FfxFloat32 fAccumulationTotalWeight, FFX_PARAMETER_INOUT LOCK_STATUS_T fLockStatus, FFX_PARAMETER_OUT FFX_MIN16_F fLuminanceDiff) { const LockState state = GetLockState(fLockStatus); fLockStatus[LOCK_LIFETIME_REMAINING] = abs(fLockStatus[LOCK_LIFETIME_REMAINING]); FFX_MIN16_F fShadingChangeLuma = GetShadingChangeLuma(fLrUvJittered); //init temporal shading change factor, init to -1 or so in reproject to know if "true new"? fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == LOCK_STATUS_F1(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA]; FFX_MIN16_F fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA]; fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], LOCK_STATUS_F1(fShadingChangeLuma), LOCK_STATUS_F1(0.5f)); fLuminanceDiff = FFX_MIN16_F(1) - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma); if (fLuminanceDiff > FFX_MIN16_F(0.2f)) { KillLock(fLockStatus); } if (!state.NewLock && fLockStatus[LOCK_LIFETIME_REMAINING] >= LOCK_STATUS_F1(0)) { const FFX_MIN16_F depthClipThreshold = FFX_MIN16_F(0.99f); if (fDepthClipFactor < depthClipThreshold) { KillLock(fLockStatus); } } return state; } #endif //!defined( FFX_FSR2_POSTPROCESS_LOCK_STATUS_H )