146 lines
5.4 KiB
C++
146 lines
5.4 KiB
C++
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 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_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H
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#define FFX_FSR2_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H
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void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector, FfxInt32x2 iPxDepthSize)
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{
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fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.1f);
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FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / iPxDepthSize;
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FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
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BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize());
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// Project current depth into previous frame locations.
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// Push to all pixels having some contribution if reprojection is using bilinear logic.
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
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const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
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FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
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if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
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FfxInt32x2 iStorePos = bilinearInfo.iBasePos + iOffset;
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if (IsOnScreen(iStorePos, iPxDepthSize)) {
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StoreReconstructedDepth(iStorePos, fDepth);
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}
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}
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}
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}
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void FindNearestDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxInt32x2 iPxSize, FFX_PARAMETER_OUT FfxFloat32 fNearestDepth, FFX_PARAMETER_OUT FfxInt32x2 fNearestDepthCoord)
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{
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const FfxInt32 iSampleCount = 9;
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const FfxInt32x2 iSampleOffsets[iSampleCount] = {
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FfxInt32x2(+0, +0),
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FfxInt32x2(+1, +0),
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FfxInt32x2(+0, +1),
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FfxInt32x2(+0, -1),
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FfxInt32x2(-1, +0),
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FfxInt32x2(-1, +1),
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FfxInt32x2(+1, +1),
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FfxInt32x2(-1, -1),
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FfxInt32x2(+1, -1),
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};
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// pull out the depth loads to allow SC to batch them
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FfxFloat32 depth[9];
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FfxInt32 iSampleIndex = 0;
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FFX_UNROLL
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for (iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) {
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FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
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depth[iSampleIndex] = LoadInputDepth(iPos);
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}
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// find closest depth
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fNearestDepthCoord = iPxPos;
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fNearestDepth = depth[0];
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FFX_UNROLL
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for (iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex) {
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FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
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if (IsOnScreen(iPos, iPxSize)) {
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FfxFloat32 fNdDepth = depth[iSampleIndex];
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#if FFX_FSR2_OPTION_INVERTED_DEPTH
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if (fNdDepth > fNearestDepth) {
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#else
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if (fNdDepth < fNearestDepth) {
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#endif
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fNearestDepthCoord = iPos;
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fNearestDepth = fNdDepth;
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}
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}
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}
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}
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FfxFloat32 ComputeLockInputLuma(FfxInt32x2 iPxLrPos)
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{
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//We assume linear data. if non-linear input (sRGB, ...),
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//then we should convert to linear first and back to sRGB on output.
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FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos));
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// Use internal auto exposure for locking logic
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fRgb /= PreExposure();
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fRgb *= Exposure();
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#if FFX_FSR2_OPTION_HDR_COLOR_INPUT
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fRgb = Tonemap(fRgb);
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#endif
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//compute luma used to lock pixels, if used elsewhere the ffxPow must be moved!
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const FfxFloat32 fLockInputLuma = ffxPow(RGBToPerceivedLuma(fRgb), FfxFloat32(1.0 / 6.0));
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return fLockInputLuma;
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}
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void ReconstructAndDilate(FfxInt32x2 iPxLrPos)
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{
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FfxFloat32 fDilatedDepth;
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FfxInt32x2 iNearestDepthCoord;
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FindNearestDepth(iPxLrPos, RenderSize(), fDilatedDepth, iNearestDepthCoord);
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#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
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FfxInt32x2 iSamplePos = iPxLrPos;
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FfxInt32x2 iMotionVectorPos = iNearestDepthCoord;
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#else
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FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxLrPos);
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FfxInt32x2 iMotionVectorPos = ComputeHrPosFromLrPos(iNearestDepthCoord);
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#endif
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FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iMotionVectorPos);
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StoreDilatedDepth(iPxLrPos, fDilatedDepth);
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StoreDilatedMotionVector(iPxLrPos, fDilatedMotionVector);
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ReconstructPrevDepth(iPxLrPos, fDilatedDepth, fDilatedMotionVector, RenderSize());
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FfxFloat32 fLockInputLuma = ComputeLockInputLuma(iPxLrPos);
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StoreLockInputLuma(iPxLrPos, fLockInputLuma);
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}
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#endif //!defined( FFX_FSR2_RECONSTRUCT_DILATED_VELOCITY_AND_PREVIOUS_DEPTH_H )
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