// 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_ACCUMULATE_H #define FFX_FSR2_ACCUMULATE_H FfxFloat32 GetPxHrVelocity(FfxFloat32x2 fMotionVector) { return length(fMotionVector * DisplaySize()); } #if FFX_HALF FFX_MIN16_F GetPxHrVelocity(FFX_MIN16_F2 fMotionVector) { return length(fMotionVector * FFX_MIN16_F2(DisplaySize())); } #endif void Accumulate(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor, FfxFloat32x3 fAccumulation, FFX_PARAMETER_IN FfxFloat32x4 fUpsampledColorAndWeight) { // Aviod invalid values when accumulation and upsampled weight is 0 fAccumulation = ffxMax(FSR2_EPSILON.xxx, fAccumulation + fUpsampledColorAndWeight.www); #if FFX_FSR2_OPTION_HDR_COLOR_INPUT //YCoCg -> RGB -> Tonemap -> YCoCg (Use RGB tonemapper to avoid color desaturation) fUpsampledColorAndWeight.xyz = RGBToYCoCg(Tonemap(YCoCgToRGB(fUpsampledColorAndWeight.xyz))); fHistoryColor = RGBToYCoCg(Tonemap(YCoCgToRGB(fHistoryColor))); #endif const FfxFloat32x3 fAlpha = fUpsampledColorAndWeight.www / fAccumulation; fHistoryColor = ffxLerp(fHistoryColor, fUpsampledColorAndWeight.xyz, fAlpha); fHistoryColor = YCoCgToRGB(fHistoryColor); #if FFX_FSR2_OPTION_HDR_COLOR_INPUT fHistoryColor = InverseTonemap(fHistoryColor); #endif } void RectifyHistory( const AccumulationPassCommonParams params, RectificationBox clippingBox, FFX_PARAMETER_INOUT FfxFloat32x3 fHistoryColor, FFX_PARAMETER_INOUT FfxFloat32x3 fAccumulation, FfxFloat32 fLockContributionThisFrame, FfxFloat32 fTemporalReactiveFactor, FfxFloat32 fLumaInstabilityFactor) { FfxFloat32 fScaleFactorInfluence = ffxMin(20.0f, ffxPow(FfxFloat32(1.0f / length(DownscaleFactor().x * DownscaleFactor().y)), 3.0f)); const FfxFloat32 fVecolityFactor = ffxSaturate(params.fHrVelocity / 20.0f); const FfxFloat32 fBoxScaleT = ffxMax(params.fDepthClipFactor, ffxMax(params.fAccumulationMask, fVecolityFactor)); FfxFloat32 fBoxScale = ffxLerp(fScaleFactorInfluence, 1.0f, fBoxScaleT); FfxFloat32x3 fScaledBoxVec = clippingBox.boxVec * fBoxScale; FfxFloat32x3 boxMin = clippingBox.boxCenter - fScaledBoxVec; FfxFloat32x3 boxMax = clippingBox.boxCenter + fScaledBoxVec; FfxFloat32x3 boxCenter = clippingBox.boxCenter; FfxFloat32 boxVecSize = length(clippingBox.boxVec); boxMin = ffxMax(clippingBox.aabbMin, boxMin); boxMax = ffxMin(clippingBox.aabbMax, boxMax); if (any(FFX_GREATER_THAN(boxMin, fHistoryColor)) || any(FFX_GREATER_THAN(fHistoryColor, boxMax))) { const FfxFloat32x3 fClampedHistoryColor = clamp(fHistoryColor, boxMin, boxMax); FfxFloat32x3 fHistoryContribution = ffxMax(fLumaInstabilityFactor, fLockContributionThisFrame).xxx; const FfxFloat32 fReactiveFactor = params.fDilatedReactiveFactor; const FfxFloat32 fReactiveContribution = 1.0f - ffxPow(fReactiveFactor, 1.0f / 2.0f); fHistoryContribution *= fReactiveContribution; // Scale history color using rectification info, also using accumulation mask to avoid potential invalid color protection fHistoryColor = ffxLerp(fClampedHistoryColor, fHistoryColor, ffxSaturate(fHistoryContribution)); // Scale accumulation using rectification info const FfxFloat32x3 fAccumulationMin = ffxMin(fAccumulation, FFX_BROADCAST_FLOAT32X3(0.1f)); fAccumulation = ffxLerp(fAccumulationMin, fAccumulation, ffxSaturate(fHistoryContribution)); } } void WriteUpscaledOutput(FfxInt32x2 iPxHrPos, FfxFloat32x3 fUpscaledColor) { StoreUpscaledOutput(iPxHrPos, fUpscaledColor); } void FinalizeLockStatus(const AccumulationPassCommonParams params, FfxFloat32x2 fLockStatus, FfxFloat32 fUpsampledWeight) { // we expect similar motion for next frame // kill lock if that location is outside screen, avoid locks to be clamped to screen borders FfxFloat32x2 fEstimatedUvNextFrame = params.fHrUv - params.fMotionVector; if (IsUvInside(fEstimatedUvNextFrame) == false) { KillLock(fLockStatus); } else { // Decrease lock lifetime const FfxFloat32 fLifetimeDecreaseLanczosMax = FfxFloat32(JitterSequenceLength()) * FfxFloat32(fAverageLanczosWeightPerFrame); const FfxFloat32 fLifetimeDecrease = FfxFloat32(fUpsampledWeight / fLifetimeDecreaseLanczosMax); fLockStatus[LOCK_LIFETIME_REMAINING] = ffxMax(FfxFloat32(0), fLockStatus[LOCK_LIFETIME_REMAINING] - fLifetimeDecrease); } StoreLockStatus(params.iPxHrPos, fLockStatus); } FfxFloat32x3 ComputeBaseAccumulationWeight(const AccumulationPassCommonParams params, FfxFloat32 fThisFrameReactiveFactor, FfxBoolean bInMotionLastFrame, FfxFloat32 fUpsampledWeight, LockState lockState) { // Always assume max accumulation was reached FfxFloat32 fBaseAccumulation = fMaxAccumulationLanczosWeight * FfxFloat32(params.bIsExistingSample) * (1.0f - fThisFrameReactiveFactor) * (1.0f - params.fDepthClipFactor); fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight * 10.0f, ffxMax(FfxFloat32(bInMotionLastFrame), ffxSaturate(params.fHrVelocity * FfxFloat32(10))))); fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, fUpsampledWeight, ffxSaturate(params.fHrVelocity / FfxFloat32(20)))); return fBaseAccumulation.xxx; } FfxFloat32 ComputeLumaInstabilityFactor(const AccumulationPassCommonParams params, RectificationBox clippingBox, FfxFloat32 fThisFrameReactiveFactor, FfxFloat32 fLuminanceDiff) { const FfxFloat32 fUnormThreshold = 1.0f / 255.0f; const FfxInt32 N_MINUS_1 = 0; const FfxInt32 N_MINUS_2 = 1; const FfxInt32 N_MINUS_3 = 2; const FfxInt32 N_MINUS_4 = 3; FfxFloat32 fCurrentFrameLuma = clippingBox.boxCenter.x; #if FFX_FSR2_OPTION_HDR_COLOR_INPUT fCurrentFrameLuma = fCurrentFrameLuma / (1.0f + ffxMax(0.0f, fCurrentFrameLuma)); #endif fCurrentFrameLuma = round(fCurrentFrameLuma * 255.0f) / 255.0f; const FfxBoolean bSampleLumaHistory = (ffxMax(ffxMax(params.fDepthClipFactor, params.fAccumulationMask), fLuminanceDiff) < 0.1f) && (params.bIsNewSample == false); FfxFloat32x4 fCurrentFrameLumaHistory = bSampleLumaHistory ? SampleLumaHistory(params.fReprojectedHrUv) : FFX_BROADCAST_FLOAT32X4(0.0f); FfxFloat32 fLumaInstability = 0.0f; FfxFloat32 fDiffs0 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[N_MINUS_1]); FfxFloat32 fMin = abs(fDiffs0); if (fMin >= fUnormThreshold) { for (int i = N_MINUS_2; i <= N_MINUS_4; i++) { FfxFloat32 fDiffs1 = (fCurrentFrameLuma - fCurrentFrameLumaHistory[i]); if (sign(fDiffs0) == sign(fDiffs1)) { // Scale difference to protect historically similar values const FfxFloat32 fMinBias = 1.0f; fMin = ffxMin(fMin, abs(fDiffs1) * fMinBias); } } const FfxFloat32 fBoxSize = clippingBox.boxVec.x; const FfxFloat32 fBoxSizeFactor = ffxPow(ffxSaturate(fBoxSize / 0.1f), 6.0f); fLumaInstability = FfxFloat32(fMin != abs(fDiffs0)) * fBoxSizeFactor; fLumaInstability = FfxFloat32(fLumaInstability > fUnormThreshold); fLumaInstability *= 1.0f - ffxMax(params.fAccumulationMask, ffxPow(fThisFrameReactiveFactor, 1.0f / 6.0f)); } //shift history fCurrentFrameLumaHistory[N_MINUS_4] = fCurrentFrameLumaHistory[N_MINUS_3]; fCurrentFrameLumaHistory[N_MINUS_3] = fCurrentFrameLumaHistory[N_MINUS_2]; fCurrentFrameLumaHistory[N_MINUS_2] = fCurrentFrameLumaHistory[N_MINUS_1]; fCurrentFrameLumaHistory[N_MINUS_1] = fCurrentFrameLuma; StoreLumaHistory(params.iPxHrPos, fCurrentFrameLumaHistory); return fLumaInstability * FfxFloat32(fCurrentFrameLumaHistory[N_MINUS_4] != 0); } FfxFloat32 ComputeTemporalReactiveFactor(const AccumulationPassCommonParams params, FfxFloat32 fTemporalReactiveFactor) { FfxFloat32 fNewFactor = ffxMin(0.99f, fTemporalReactiveFactor); fNewFactor = ffxMax(fNewFactor, ffxLerp(fNewFactor, 0.4f, ffxSaturate(params.fHrVelocity))); fNewFactor = ffxMax(fNewFactor * fNewFactor, ffxMax(params.fDepthClipFactor * 0.1f, params.fDilatedReactiveFactor)); // Force reactive factor for new samples fNewFactor = params.bIsNewSample ? 1.0f : fNewFactor; if (ffxSaturate(params.fHrVelocity * 10.0f) >= 1.0f) { fNewFactor = ffxMax(FSR2_EPSILON, fNewFactor) * -1.0f; } return fNewFactor; } AccumulationPassCommonParams InitParams(FfxInt32x2 iPxHrPos) { AccumulationPassCommonParams params; params.iPxHrPos = iPxHrPos; const FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / DisplaySize(); params.fHrUv = fHrUv; const FfxFloat32x2 fLrUvJittered = fHrUv + Jitter() / RenderSize(); params.fLrUv_HwSampler = ClampUv(fLrUvJittered, RenderSize(), MaxRenderSize()); params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv); params.fHrVelocity = GetPxHrVelocity(params.fMotionVector); ComputeReprojectedUVs(params, params.fReprojectedHrUv, params.bIsExistingSample); params.fDepthClipFactor = ffxSaturate(SampleDepthClip(params.fLrUv_HwSampler)); const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(params.fLrUv_HwSampler); params.fDilatedReactiveFactor = fDilatedReactiveMasks.x; params.fAccumulationMask = fDilatedReactiveMasks.y; params.bIsResetFrame = (0 == FrameIndex()); params.bIsNewSample = (params.bIsExistingSample == false || params.bIsResetFrame); return params; } void Accumulate(FfxInt32x2 iPxHrPos) { const AccumulationPassCommonParams params = InitParams(iPxHrPos); FfxFloat32x3 fHistoryColor = FfxFloat32x3(0, 0, 0); FfxFloat32x2 fLockStatus; InitializeNewLockSample(fLockStatus); FfxFloat32 fTemporalReactiveFactor = 0.0f; FfxBoolean bInMotionLastFrame = FFX_FALSE; LockState lockState = { FFX_FALSE , FFX_FALSE }; if (params.bIsExistingSample && !params.bIsResetFrame) { ReprojectHistoryColor(params, fHistoryColor, fTemporalReactiveFactor, bInMotionLastFrame); lockState = ReprojectHistoryLockStatus(params, fLockStatus); } FfxFloat32 fThisFrameReactiveFactor = ffxMax(params.fDilatedReactiveFactor, fTemporalReactiveFactor); FfxFloat32 fLuminanceDiff = 0.0f; FfxFloat32 fLockContributionThisFrame = 0.0f; UpdateLockStatus(params, fThisFrameReactiveFactor, lockState, fLockStatus, fLockContributionThisFrame, fLuminanceDiff); // Load upsampled input color RectificationBox clippingBox; FfxFloat32x4 fUpsampledColorAndWeight = ComputeUpsampledColorAndWeight(params, clippingBox, fThisFrameReactiveFactor); const FfxFloat32 fLumaInstabilityFactor = ComputeLumaInstabilityFactor(params, clippingBox, fThisFrameReactiveFactor, fLuminanceDiff); FfxFloat32x3 fAccumulation = ComputeBaseAccumulationWeight(params, fThisFrameReactiveFactor, bInMotionLastFrame, fUpsampledColorAndWeight.w, lockState); if (params.bIsNewSample) { fHistoryColor = YCoCgToRGB(fUpsampledColorAndWeight.xyz); } else { RectifyHistory(params, clippingBox, fHistoryColor, fAccumulation, fLockContributionThisFrame, fThisFrameReactiveFactor, fLumaInstabilityFactor); Accumulate(params, fHistoryColor, fAccumulation, fUpsampledColorAndWeight); } fHistoryColor = UnprepareRgb(fHistoryColor, Exposure()); FinalizeLockStatus(params, fLockStatus, fUpsampledColorAndWeight.w); // Get new temporal reactive factor fTemporalReactiveFactor = ComputeTemporalReactiveFactor(params, fThisFrameReactiveFactor); StoreInternalColorAndWeight(iPxHrPos, FfxFloat32x4(fHistoryColor, fTemporalReactiveFactor)); // Output final color when RCAS is disabled #if FFX_FSR2_OPTION_APPLY_SHARPENING == 0 WriteUpscaledOutput(iPxHrPos, fHistoryColor); #endif StoreNewLocks(iPxHrPos, 0); } #endif // FFX_FSR2_ACCUMULATE_H