// 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. #define USE_YCOCG 1 #define fAutogenEpsilon 0.01f // EXPERIMENTAL FFX_MIN16_F ComputeAutoTC_01(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) { FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); #if USE_YCOCG colorPreAlpha = RGBToYCoCg(colorPreAlpha); colorPostAlpha = RGBToYCoCg(colorPostAlpha); colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); #endif FfxFloat32x3 colorDeltaCurr = colorPostAlpha - colorPreAlpha; FfxFloat32x3 colorDeltaPrev = colorPrevPostAlpha - colorPrevPreAlpha; bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDeltaCurr), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); bool hadAlpha = any(FFX_GREATER_THAN(abs(colorDeltaPrev), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); FfxFloat32x3 X = colorPreAlpha; FfxFloat32x3 Y = colorPostAlpha; FfxFloat32x3 Z = colorPrevPreAlpha; FfxFloat32x3 W = colorPrevPostAlpha; FFX_MIN16_F retVal = FFX_MIN16_F(ffxSaturate(dot(abs(abs(Y - X) - abs(W - Z)), FfxFloat32x3(1, 1, 1)))); // cleanup very small values retVal = (retVal < getTcThreshold()) ? FFX_MIN16_F(0.0f) : FFX_MIN16_F(1.f); return retVal; } // works ok: thin edges FFX_MIN16_F ComputeAutoTC_02(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) { FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); #if USE_YCOCG colorPreAlpha = RGBToYCoCg(colorPreAlpha); colorPostAlpha = RGBToYCoCg(colorPostAlpha); colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); #endif FfxFloat32x3 colorDelta = colorPostAlpha - colorPreAlpha; FfxFloat32x3 colorPrevDelta = colorPrevPostAlpha - colorPrevPreAlpha; bool hasAlpha = any(FFX_GREATER_THAN(abs(colorDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); bool hadAlpha = any(FFX_GREATER_THAN(abs(colorPrevDelta), FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon))); FfxFloat32x3 delta = colorPostAlpha - colorPreAlpha; //prev+1*d = post => d = color, alpha = FfxFloat32x3 deltaPrev = colorPrevPostAlpha - colorPrevPreAlpha; FfxFloat32x3 X = colorPrevPreAlpha; FfxFloat32x3 N = colorPreAlpha - colorPrevPreAlpha; FfxFloat32x3 YAminusXA = colorPrevPostAlpha - colorPrevPreAlpha; FfxFloat32x3 NminusNA = colorPostAlpha - colorPrevPostAlpha; FfxFloat32x3 A = (hasAlpha || hadAlpha) ? NminusNA / max(FfxFloat32x3(fAutogenEpsilon, fAutogenEpsilon, fAutogenEpsilon), N) : FfxFloat32x3(0, 0, 0); FFX_MIN16_F retVal = FFX_MIN16_F( max(max(A.x, A.y), A.z) ); // only pixels that have significantly changed in color shuold be considered retVal = ffxSaturate(retVal * FFX_MIN16_F(length(colorPostAlpha - colorPrevPostAlpha)) ); return retVal; } // This function computes the TransparencyAndComposition mask: // This mask indicates pixels that should discard locks and apply color clamping. // // Typically this is the case for translucent pixels (that don't write depth values) or pixels where the correctness of // the MVs can not be guaranteed (e.g. procedutal movement or vegetation that does not have MVs to reduce the cost during rasterization) // Also, large changes in color due to changed lighting should be marked to remove locks on pixels with "old" lighting. // // This function takes a opaque only and a final texture and uses internal copies of those textures from the last frame. // The function tries to determine where the color changes between opaque only and final image to determine the pixels that use transparency. // Also it uses the previous frames and detects where the use of transparency changed to mark those pixels. // Additionally it marks pixels where the color changed significantly in the opaque only image, e.g. due to lighting or texture animation. // // In the final step it stores the current textures in internal textures for the next frame FFX_MIN16_F ComputeTransparencyAndComposition(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) { FFX_MIN16_F retVal = ComputeAutoTC_02(uDispatchThreadId, iPrevIdx); // [branch] if (retVal > FFX_MIN16_F(0.01f)) { retVal = ComputeAutoTC_01(uDispatchThreadId, iPrevIdx); } return retVal; } float computeSolidEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos) { float lum[9]; int i = 0; for (int y = -1; y < 2; ++y) { for (int x = -1; x < 2; ++x) { FfxFloat32x3 curCol = LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb; FfxFloat32x3 prevCol = LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb; lum[i++] = length(curCol - prevCol); } } //float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]); //float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]); //return sqrt(gradX * gradX + gradY * gradY); float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]); float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]); return sqrt(sqrt(gradX * gradY)); } float computeAlphaEdge(FFX_MIN16_I2 curPos, FFX_MIN16_I2 prevPos) { float lum[9]; int i = 0; for (int y = -1; y < 2; ++y) { for (int x = -1; x < 2; ++x) { FfxFloat32x3 curCol = abs(LoadInputColor(curPos + FFX_MIN16_I2(x, y)).rgb - LoadOpaqueOnly(curPos + FFX_MIN16_I2(x, y)).rgb); FfxFloat32x3 prevCol = abs(LoadPrevPostAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb - LoadPrevPreAlpha(prevPos + FFX_MIN16_I2(x, y)).rgb); lum[i++] = length(curCol - prevCol); } } //float gradX = abs(lum[3] - lum[4]) + abs(lum[5] - lum[4]); //float gradY = abs(lum[1] - lum[4]) + abs(lum[7] - lum[4]); //return sqrt(gradX * gradX + gradY * gradY); float gradX = abs(lum[3] - lum[4]) * abs(lum[5] - lum[4]); float gradY = abs(lum[1] - lum[4]) * abs(lum[7] - lum[4]); return sqrt(sqrt(gradX * gradY)); } FFX_MIN16_F ComputeAabbOverlap(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) { FFX_MIN16_F retVal = FFX_MIN16_F(0.f); FfxFloat32x2 fMotionVector = LoadInputMotionVector(uDispatchThreadId); FfxFloat32x3 colorPreAlpha = LoadOpaqueOnly(uDispatchThreadId); FfxFloat32x3 colorPostAlpha = LoadInputColor(uDispatchThreadId); FfxFloat32x3 colorPrevPreAlpha = LoadPrevPreAlpha(iPrevIdx); FfxFloat32x3 colorPrevPostAlpha = LoadPrevPostAlpha(iPrevIdx); #if USE_YCOCG colorPreAlpha = RGBToYCoCg(colorPreAlpha); colorPostAlpha = RGBToYCoCg(colorPostAlpha); colorPrevPreAlpha = RGBToYCoCg(colorPrevPreAlpha); colorPrevPostAlpha = RGBToYCoCg(colorPrevPostAlpha); #endif FfxFloat32x3 minPrev = FFX_MIN16_F3(+1000.f, +1000.f, +1000.f); FfxFloat32x3 maxPrev = FFX_MIN16_F3(-1000.f, -1000.f, -1000.f); for (int y = -1; y < 2; ++y) { for (int x = -1; x < 2; ++x) { FfxFloat32x3 W = LoadPrevPostAlpha(iPrevIdx + FFX_MIN16_I2(x, y)); #if USE_YCOCG W = RGBToYCoCg(W); #endif minPrev = min(minPrev, W); maxPrev = max(maxPrev, W); } } // instead of computing the overlap: simply count how many samples are outside // set reactive based on that FFX_MIN16_F count = FFX_MIN16_F(0.f); for (int y = -1; y < 2; ++y) { for (int x = -1; x < 2; ++x) { FfxFloat32x3 Y = LoadInputColor(uDispatchThreadId + FFX_MIN16_I2(x, y)); #if USE_YCOCG Y = RGBToYCoCg(Y); #endif count += ((Y.x < minPrev.x) || (Y.x > maxPrev.x)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); count += ((Y.y < minPrev.y) || (Y.y > maxPrev.y)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); count += ((Y.z < minPrev.z) || (Y.z > maxPrev.z)) ? FFX_MIN16_F(1.f) : FFX_MIN16_F(0.f); } } retVal = count / FFX_MIN16_F(27.f); return retVal; } // This function computes the Reactive mask: // We want pixels marked where the alpha portion of the frame changes a lot between neighbours // Those pixels are expected to change quickly between frames, too. (e.g. small particles, reflections on curved surfaces...) // As a result history would not be trustworthy. // On the other hand we don't want pixels marked where pre-alpha has a large differnce, since those would profit from accumulation // For mirrors we may assume the pre-alpha is pretty uniform color. // // This works well generally, but also marks edge pixels FFX_MIN16_F ComputeReactive(FFX_MIN16_I2 uDispatchThreadId, FFX_MIN16_I2 iPrevIdx) { // we only get here if alpha has a significant contribution and has changed since last frame. FFX_MIN16_F retVal = FFX_MIN16_F(0.f); // mark pixels with huge variance in alpha as reactive FFX_MIN16_F alphaEdge = FFX_MIN16_F(computeAlphaEdge(uDispatchThreadId, iPrevIdx)); FFX_MIN16_F opaqueEdge = FFX_MIN16_F(computeSolidEdge(uDispatchThreadId, iPrevIdx)); retVal = ffxSaturate(alphaEdge - opaqueEdge); // the above also marks edge pixels due to jitter, so we need to cancel those out return retVal; }