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+// 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