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