// 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_REPROJECT_H #define FFX_FSR2_REPROJECT_H #ifndef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #define FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE 0 // Reference #endif FfxFloat32x4 WrapHistory(FfxInt32x2 iPxSample) { return LoadHistory(iPxSample); } #if FFX_HALF FFX_MIN16_F4 WrapHistory(FFX_MIN16_I2 iPxSample) { return FFX_MIN16_F4(LoadHistory(iPxSample)); } #endif #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBicubicSamplesMin16(FetchHistorySamples, WrapHistory) DeclareCustomTextureSampleMin16(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) #else DeclareCustomFetchBicubicSamples(FetchHistorySamples, WrapHistory) DeclareCustomTextureSample(HistorySample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples) #endif FfxFloat32x4 WrapLockStatus(FfxInt32x2 iPxSample) { FfxFloat32x4 fSample = FfxFloat32x4(LoadLockStatus(iPxSample), 0.0f, 0.0f); return fSample; } #if FFX_HALF FFX_MIN16_F4 WrapLockStatus(FFX_MIN16_I2 iPxSample) { FFX_MIN16_F4 fSample = FFX_MIN16_F4(LoadLockStatus(iPxSample), 0.0, 0.0); return fSample; } #endif #if 1 #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBilinearSamplesMin16(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSampleMin16(LockStatusSample, Bilinear, FetchLockStatusSamples) #else DeclareCustomFetchBilinearSamples(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSample(LockStatusSample, Bilinear, FetchLockStatusSamples) #endif #else #if FFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF && FFX_HALF DeclareCustomFetchBicubicSamplesMin16(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSampleMin16(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) #else DeclareCustomFetchBicubicSamples(FetchLockStatusSamples, WrapLockStatus) DeclareCustomTextureSample(LockStatusSample, FFX_FSR2_GET_LANCZOS_SAMPLER1D(FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchLockStatusSamples) #endif #endif FfxFloat32x2 GetMotionVector(FfxInt32x2 iPxHrPos, FfxFloat32x2 fHrUv) { #if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(FFX_MIN16_I2(fHrUv * RenderSize())); #else FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iPxHrPos); #endif return fDilatedMotionVector; } FfxBoolean IsUvInside(FfxFloat32x2 fUv) { return (fUv.x >= 0.0f && fUv.x <= 1.0f) && (fUv.y >= 0.0f && fUv.y <= 1.0f); } void ComputeReprojectedUVs(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedHrUv, FFX_PARAMETER_OUT FfxBoolean bIsExistingSample) { fReprojectedHrUv = params.fHrUv + params.fMotionVector; bIsExistingSample = IsUvInside(fReprojectedHrUv); } void ReprojectHistoryColor(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x3 fHistoryColor, FFX_PARAMETER_OUT FfxFloat32 fTemporalReactiveFactor, FFX_PARAMETER_OUT FfxBoolean bInMotionLastFrame) { FfxFloat32x4 fHistory = HistorySample(params.fReprojectedHrUv, DisplaySize()); fHistoryColor = PrepareRgb(fHistory.rgb, Exposure(), PreviousFramePreExposure()); fHistoryColor = RGBToYCoCg(fHistoryColor); //Compute temporal reactivity info fTemporalReactiveFactor = ffxSaturate(abs(fHistory.w)); bInMotionLastFrame = (fHistory.w < 0.0f); } LockState ReprojectHistoryLockStatus(const AccumulationPassCommonParams params, FFX_PARAMETER_OUT FfxFloat32x2 fReprojectedLockStatus) { LockState state = { FFX_FALSE, FFX_FALSE }; const FfxFloat32 fNewLockIntensity = LoadRwNewLocks(params.iPxHrPos); state.NewLock = fNewLockIntensity > (127.0f / 255.0f); FfxFloat32 fInPlaceLockLifetime = state.NewLock ? fNewLockIntensity : 0; fReprojectedLockStatus = SampleLockStatus(params.fReprojectedHrUv); if (fReprojectedLockStatus[LOCK_LIFETIME_REMAINING] != FfxFloat32(0.0f)) { state.WasLockedPrevFrame = true; } return state; } #endif //!defined( FFX_FSR2_REPROJECT_H )