Attempt at making FSR 2.0 work in Unity
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// 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
}