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Diffstat (limited to 'thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h')
| -rw-r--r-- | thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h | 565 |
1 files changed, 565 insertions, 0 deletions
diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h b/thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h new file mode 100644 index 0000000000..0c72aa8494 --- /dev/null +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h @@ -0,0 +1,565 @@ +// 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. + +#if !defined(FFX_FSR2_COMMON_H) +#define FFX_FSR2_COMMON_H + +#if defined(FFX_CPU) || defined(FFX_GPU) +//Locks +#define LOCK_LIFETIME_REMAINING 0 +#define LOCK_TEMPORAL_LUMA 1 +#endif // #if defined(FFX_CPU) || defined(FFX_GPU) + +#if defined(FFX_GPU) +FFX_STATIC const FfxFloat32 FSR2_FP16_MIN = 6.10e-05f; +FFX_STATIC const FfxFloat32 FSR2_FP16_MAX = 65504.0f; +FFX_STATIC const FfxFloat32 FSR2_EPSILON = 1e-03f; +FFX_STATIC const FfxFloat32 FSR2_TONEMAP_EPSILON = 1.0f / FSR2_FP16_MAX; +FFX_STATIC const FfxFloat32 FSR2_FLT_MAX = 3.402823466e+38f; +FFX_STATIC const FfxFloat32 FSR2_FLT_MIN = 1.175494351e-38f; + +// treat vector truncation warnings as errors +#pragma warning(error: 3206) + +// suppress warnings +#pragma warning(disable: 3205) // conversion from larger type to smaller +#pragma warning(disable: 3571) // in ffxPow(f, e), f could be negative + +// Reconstructed depth usage +FFX_STATIC const FfxFloat32 fReconstructedDepthBilinearWeightThreshold = 0.01f; + +// Accumulation +FFX_STATIC const FfxFloat32 fUpsampleLanczosWeightScale = 1.0f / 12.0f; +FFX_STATIC const FfxFloat32 fMaxAccumulationLanczosWeight = 1.0f; +FFX_STATIC const FfxFloat32 fAverageLanczosWeightPerFrame = 0.74f * fUpsampleLanczosWeightScale; // Average lanczos weight for jitter accumulated samples +FFX_STATIC const FfxFloat32 fAccumulationMaxOnMotion = 3.0f * fUpsampleLanczosWeightScale; + +// Auto exposure +FFX_STATIC const FfxFloat32 resetAutoExposureAverageSmoothing = 1e8f; + +struct AccumulationPassCommonParams +{ + FfxInt32x2 iPxHrPos; + FfxFloat32x2 fHrUv; + FfxFloat32x2 fLrUv_HwSampler; + FfxFloat32x2 fMotionVector; + FfxFloat32x2 fReprojectedHrUv; + FfxFloat32 fHrVelocity; + FfxFloat32 fDepthClipFactor; + FfxFloat32 fDilatedReactiveFactor; + FfxFloat32 fAccumulationMask; + + FfxBoolean bIsResetFrame; + FfxBoolean bIsExistingSample; + FfxBoolean bIsNewSample; +}; + +struct LockState +{ + FfxBoolean NewLock; //Set for both unique new and re-locked new + FfxBoolean WasLockedPrevFrame; //Set to identify if the pixel was already locked (relock) +}; + +void InitializeNewLockSample(FFX_PARAMETER_OUT FfxFloat32x2 fLockStatus) +{ + fLockStatus = FfxFloat32x2(0, 0); +} + +#if FFX_HALF +void InitializeNewLockSample(FFX_PARAMETER_OUT FFX_MIN16_F2 fLockStatus) +{ + fLockStatus = FFX_MIN16_F2(0, 0); +} +#endif + + +void KillLock(FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus) +{ + fLockStatus[LOCK_LIFETIME_REMAINING] = 0; +} + +#if FFX_HALF +void KillLock(FFX_PARAMETER_INOUT FFX_MIN16_F2 fLockStatus) +{ + fLockStatus[LOCK_LIFETIME_REMAINING] = FFX_MIN16_F(0); +} +#endif + +struct RectificationBox +{ + FfxFloat32x3 boxCenter; + FfxFloat32x3 boxVec; + FfxFloat32x3 aabbMin; + FfxFloat32x3 aabbMax; + FfxFloat32 fBoxCenterWeight; +}; +#if FFX_HALF +struct RectificationBoxMin16 +{ + FFX_MIN16_F3 boxCenter; + FFX_MIN16_F3 boxVec; + FFX_MIN16_F3 aabbMin; + FFX_MIN16_F3 aabbMax; + FFX_MIN16_F fBoxCenterWeight; +}; +#endif + +void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBox rectificationBox) +{ + rectificationBox.fBoxCenterWeight = FfxFloat32(0); + + rectificationBox.boxCenter = FfxFloat32x3(0, 0, 0); + rectificationBox.boxVec = FfxFloat32x3(0, 0, 0); + rectificationBox.aabbMin = FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX); + rectificationBox.aabbMax = -FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX); +} +#if FFX_HALF +void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox) +{ + rectificationBox.fBoxCenterWeight = FFX_MIN16_F(0); + + rectificationBox.boxCenter = FFX_MIN16_F3(0, 0, 0); + rectificationBox.boxVec = FFX_MIN16_F3(0, 0, 0); + rectificationBox.aabbMin = FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX); + rectificationBox.aabbMax = -FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX); +} +#endif + +void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight) +{ + rectificationBox.aabbMin = colorSample; + rectificationBox.aabbMax = colorSample; + + FfxFloat32x3 weightedSample = colorSample * fSampleWeight; + rectificationBox.boxCenter = weightedSample; + rectificationBox.boxVec = colorSample * weightedSample; + rectificationBox.fBoxCenterWeight = fSampleWeight; +} + +void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBox rectificationBox, const FfxFloat32x3 colorSample, const FfxFloat32 fSampleWeight) +{ + if (bInitialSample) { + RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight); + } else { + rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample); + rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample); + + FfxFloat32x3 weightedSample = colorSample * fSampleWeight; + rectificationBox.boxCenter += weightedSample; + rectificationBox.boxVec += colorSample * weightedSample; + rectificationBox.fBoxCenterWeight += fSampleWeight; + } +} +#if FFX_HALF +void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight) +{ + rectificationBox.aabbMin = colorSample; + rectificationBox.aabbMax = colorSample; + + FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight; + rectificationBox.boxCenter = weightedSample; + rectificationBox.boxVec = colorSample * weightedSample; + rectificationBox.fBoxCenterWeight = fSampleWeight; +} + +void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight) +{ + if (bInitialSample) { + RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight); + } else { + rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample); + rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample); + + FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight; + rectificationBox.boxCenter += weightedSample; + rectificationBox.boxVec += colorSample * weightedSample; + rectificationBox.fBoxCenterWeight += fSampleWeight; + } +} +#endif + +void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBox rectificationBox) +{ + rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FfxFloat32(FSR2_EPSILON) ? rectificationBox.fBoxCenterWeight : FfxFloat32(1.f)); + rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight; + rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight; + FfxFloat32x3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter)); + rectificationBox.boxVec = stdDev; +} +#if FFX_HALF +void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox) +{ + rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FFX_MIN16_F(FSR2_EPSILON) ? rectificationBox.fBoxCenterWeight : FFX_MIN16_F(1.f)); + rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight; + rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight; + FFX_MIN16_F3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter)); + rectificationBox.boxVec = stdDev; +} +#endif + +FfxFloat32x3 SafeRcp3(FfxFloat32x3 v) +{ + return (all(FFX_NOT_EQUAL(v, FfxFloat32x3(0, 0, 0)))) ? (FfxFloat32x3(1, 1, 1) / v) : FfxFloat32x3(0, 0, 0); +} +#if FFX_HALF +FFX_MIN16_F3 SafeRcp3(FFX_MIN16_F3 v) +{ + return (all(FFX_NOT_EQUAL(v, FFX_MIN16_F3(0, 0, 0)))) ? (FFX_MIN16_F3(1, 1, 1) / v) : FFX_MIN16_F3(0, 0, 0); +} +#endif + +FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1) +{ + const FfxFloat32 m = ffxMax(v0, v1); + return m != 0 ? ffxMin(v0, v1) / m : 0; +} + +#if FFX_HALF +FFX_MIN16_F MinDividedByMax(const FFX_MIN16_F v0, const FFX_MIN16_F v1) +{ + const FFX_MIN16_F m = ffxMax(v0, v1); + return m != FFX_MIN16_F(0) ? ffxMin(v0, v1) / m : FFX_MIN16_F(0); +} +#endif + +FfxFloat32x3 YCoCgToRGB(FfxFloat32x3 fYCoCg) +{ + FfxFloat32x3 fRgb; + + fRgb = FfxFloat32x3( + fYCoCg.x + fYCoCg.y - fYCoCg.z, + fYCoCg.x + fYCoCg.z, + fYCoCg.x - fYCoCg.y - fYCoCg.z); + + return fRgb; +} +#if FFX_HALF +FFX_MIN16_F3 YCoCgToRGB(FFX_MIN16_F3 fYCoCg) +{ + FFX_MIN16_F3 fRgb; + + fRgb = FFX_MIN16_F3( + fYCoCg.x + fYCoCg.y - fYCoCg.z, + fYCoCg.x + fYCoCg.z, + fYCoCg.x - fYCoCg.y - fYCoCg.z); + + return fRgb; +} +#endif + +FfxFloat32x3 RGBToYCoCg(FfxFloat32x3 fRgb) +{ + FfxFloat32x3 fYCoCg; + + fYCoCg = FfxFloat32x3( + 0.25f * fRgb.r + 0.5f * fRgb.g + 0.25f * fRgb.b, + 0.5f * fRgb.r - 0.5f * fRgb.b, + -0.25f * fRgb.r + 0.5f * fRgb.g - 0.25f * fRgb.b); + + return fYCoCg; +} +#if FFX_HALF +FFX_MIN16_F3 RGBToYCoCg(FFX_MIN16_F3 fRgb) +{ + FFX_MIN16_F3 fYCoCg; + + fYCoCg = FFX_MIN16_F3( + 0.25 * fRgb.r + 0.5 * fRgb.g + 0.25 * fRgb.b, + 0.5 * fRgb.r - 0.5 * fRgb.b, + -0.25 * fRgb.r + 0.5 * fRgb.g - 0.25 * fRgb.b); + + return fYCoCg; +} +#endif + +FfxFloat32 RGBToLuma(FfxFloat32x3 fLinearRgb) +{ + return dot(fLinearRgb, FfxFloat32x3(0.2126f, 0.7152f, 0.0722f)); +} +#if FFX_HALF +FFX_MIN16_F RGBToLuma(FFX_MIN16_F3 fLinearRgb) +{ + return dot(fLinearRgb, FFX_MIN16_F3(0.2126f, 0.7152f, 0.0722f)); +} +#endif + +FfxFloat32 RGBToPerceivedLuma(FfxFloat32x3 fLinearRgb) +{ + FfxFloat32 fLuminance = RGBToLuma(fLinearRgb); + + FfxFloat32 fPercievedLuminance = 0; + if (fLuminance <= 216.0f / 24389.0f) { + fPercievedLuminance = fLuminance * (24389.0f / 27.0f); + } + else { + fPercievedLuminance = ffxPow(fLuminance, 1.0f / 3.0f) * 116.0f - 16.0f; + } + + return fPercievedLuminance * 0.01f; +} +#if FFX_HALF +FFX_MIN16_F RGBToPerceivedLuma(FFX_MIN16_F3 fLinearRgb) +{ + FFX_MIN16_F fLuminance = RGBToLuma(fLinearRgb); + + FFX_MIN16_F fPercievedLuminance = FFX_MIN16_F(0); + if (fLuminance <= FFX_MIN16_F(216.0f / 24389.0f)) { + fPercievedLuminance = fLuminance * FFX_MIN16_F(24389.0f / 27.0f); + } + else { + fPercievedLuminance = ffxPow(fLuminance, FFX_MIN16_F(1.0f / 3.0f)) * FFX_MIN16_F(116.0f) - FFX_MIN16_F(16.0f); + } + + return fPercievedLuminance * FFX_MIN16_F(0.01f); +} +#endif + +FfxFloat32x3 Tonemap(FfxFloat32x3 fRgb) +{ + return fRgb / (ffxMax(ffxMax(0.f, fRgb.r), ffxMax(fRgb.g, fRgb.b)) + 1.f).xxx; +} + +FfxFloat32x3 InverseTonemap(FfxFloat32x3 fRgb) +{ + return fRgb / ffxMax(FSR2_TONEMAP_EPSILON, 1.f - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx; +} + +#if FFX_HALF +FFX_MIN16_F3 Tonemap(FFX_MIN16_F3 fRgb) +{ + return fRgb / (ffxMax(ffxMax(FFX_MIN16_F(0.f), fRgb.r), ffxMax(fRgb.g, fRgb.b)) + FFX_MIN16_F(1.f)).xxx; +} + +FFX_MIN16_F3 InverseTonemap(FFX_MIN16_F3 fRgb) +{ + return fRgb / ffxMax(FFX_MIN16_F(FSR2_TONEMAP_EPSILON), FFX_MIN16_F(1.f) - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx; +} +#endif + +FfxInt32x2 ClampLoad(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize) +{ + FfxInt32x2 result = iPxSample + iPxOffset; + result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x; + result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x; + result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y; + result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y; + return result; + + // return ffxMed3(iPxSample + iPxOffset, FfxInt32x2(0, 0), iTextureSize - FfxInt32x2(1, 1)); +} +#if FFX_HALF +FFX_MIN16_I2 ClampLoad(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize) +{ + FFX_MIN16_I2 result = iPxSample + iPxOffset; + result.x = (iPxOffset.x < 0) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x; + result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x; + result.y = (iPxOffset.y < 0) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y; + result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y; + return result; + + // return ffxMed3Half(iPxSample + iPxOffset, FFX_MIN16_I2(0, 0), iTextureSize - FFX_MIN16_I2(1, 1)); +} +#endif + +FfxFloat32x2 ClampUv(FfxFloat32x2 fUv, FfxInt32x2 iTextureSize, FfxInt32x2 iResourceSize) +{ + const FfxFloat32x2 fSampleLocation = fUv * iTextureSize; + const FfxFloat32x2 fClampedLocation = ffxMax(FfxFloat32x2(0.5f, 0.5f), ffxMin(fSampleLocation, FfxFloat32x2(iTextureSize) - FfxFloat32x2(0.5f, 0.5f))); + const FfxFloat32x2 fClampedUv = fClampedLocation / FfxFloat32x2(iResourceSize); + + return fClampedUv; +} + +FfxBoolean IsOnScreen(FfxInt32x2 pos, FfxInt32x2 size) +{ + return all(FFX_LESS_THAN(FfxUInt32x2(pos), FfxUInt32x2(size))); +} +#if FFX_HALF +FfxBoolean IsOnScreen(FFX_MIN16_I2 pos, FFX_MIN16_I2 size) +{ + return all(FFX_LESS_THAN(FFX_MIN16_U2(pos), FFX_MIN16_U2(size))); +} +#endif + +FfxFloat32 ComputeAutoExposureFromLavg(FfxFloat32 Lavg) +{ + Lavg = exp(Lavg); + + const FfxFloat32 S = 100.0f; //ISO arithmetic speed + const FfxFloat32 K = 12.5f; + FfxFloat32 ExposureISO100 = log2((Lavg * S) / K); + + const FfxFloat32 q = 0.65f; + FfxFloat32 Lmax = (78.0f / (q * S)) * ffxPow(2.0f, ExposureISO100); + + return 1 / Lmax; +} +#if FFX_HALF +FFX_MIN16_F ComputeAutoExposureFromLavg(FFX_MIN16_F Lavg) +{ + Lavg = exp(Lavg); + + const FFX_MIN16_F S = FFX_MIN16_F(100.0f); //ISO arithmetic speed + const FFX_MIN16_F K = FFX_MIN16_F(12.5f); + const FFX_MIN16_F ExposureISO100 = log2((Lavg * S) / K); + + const FFX_MIN16_F q = FFX_MIN16_F(0.65f); + const FFX_MIN16_F Lmax = (FFX_MIN16_F(78.0f) / (q * S)) * ffxPow(FFX_MIN16_F(2.0f), ExposureISO100); + + return FFX_MIN16_F(1) / Lmax; +} +#endif + +FfxInt32x2 ComputeHrPosFromLrPos(FfxInt32x2 iPxLrPos) +{ + FfxFloat32x2 fSrcJitteredPos = FfxFloat32x2(iPxLrPos) + 0.5f - Jitter(); + FfxFloat32x2 fLrPosInHr = (fSrcJitteredPos / RenderSize()) * DisplaySize(); + FfxInt32x2 iPxHrPos = FfxInt32x2(floor(fLrPosInHr)); + return iPxHrPos; +} +#if FFX_HALF +FFX_MIN16_I2 ComputeHrPosFromLrPos(FFX_MIN16_I2 iPxLrPos) +{ + FFX_MIN16_F2 fSrcJitteredPos = FFX_MIN16_F2(iPxLrPos) + FFX_MIN16_F(0.5f) - FFX_MIN16_F2(Jitter()); + FFX_MIN16_F2 fLrPosInHr = (fSrcJitteredPos / FFX_MIN16_F2(RenderSize())) * FFX_MIN16_F2(DisplaySize()); + FFX_MIN16_I2 iPxHrPos = FFX_MIN16_I2(floor(fLrPosInHr)); + return iPxHrPos; +} +#endif + +FfxFloat32x2 ComputeNdc(FfxFloat32x2 fPxPos, FfxInt32x2 iSize) +{ + return fPxPos / FfxFloat32x2(iSize) * FfxFloat32x2(2.0f, -2.0f) + FfxFloat32x2(-1.0f, 1.0f); +} + +FfxFloat32 GetViewSpaceDepth(FfxFloat32 fDeviceDepth) +{ + const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors(); + + // fDeviceToViewDepth details found in ffx_fsr2.cpp + return (fDeviceToViewDepth[1] / (fDeviceDepth - fDeviceToViewDepth[0])); +} + +FfxFloat32 GetViewSpaceDepthInMeters(FfxFloat32 fDeviceDepth) +{ + return GetViewSpaceDepth(fDeviceDepth) * ViewSpaceToMetersFactor(); +} + +FfxFloat32x3 GetViewSpacePosition(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth) +{ + const FfxFloat32x4 fDeviceToViewDepth = DeviceToViewSpaceTransformFactors(); + + const FfxFloat32 Z = GetViewSpaceDepth(fDeviceDepth); + + const FfxFloat32x2 fNdcPos = ComputeNdc(iViewportPos, iViewportSize); + const FfxFloat32 X = fDeviceToViewDepth[2] * fNdcPos.x * Z; + const FfxFloat32 Y = fDeviceToViewDepth[3] * fNdcPos.y * Z; + + return FfxFloat32x3(X, Y, Z); +} + +FfxFloat32x3 GetViewSpacePositionInMeters(FfxInt32x2 iViewportPos, FfxInt32x2 iViewportSize, FfxFloat32 fDeviceDepth) +{ + return GetViewSpacePosition(iViewportPos, iViewportSize, fDeviceDepth) * ViewSpaceToMetersFactor(); +} + +FfxFloat32 GetMaxDistanceInMeters() +{ +#if FFX_FSR2_OPTION_INVERTED_DEPTH + return GetViewSpaceDepth(0.0f) * ViewSpaceToMetersFactor(); +#else + return GetViewSpaceDepth(1.0f) * ViewSpaceToMetersFactor(); +#endif +} + +FfxFloat32x3 PrepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure, FfxFloat32 fPreExposure) +{ + fRgb /= fPreExposure; + fRgb *= fExposure; + + fRgb = clamp(fRgb, 0.0f, FSR2_FP16_MAX); + + return fRgb; +} + +FfxFloat32x3 UnprepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure) +{ + fRgb /= fExposure; + fRgb *= PreExposure(); + + return fRgb; +} + + +struct BilinearSamplingData +{ + FfxInt32x2 iOffsets[4]; + FfxFloat32 fWeights[4]; + FfxInt32x2 iBasePos; +}; + +BilinearSamplingData GetBilinearSamplingData(FfxFloat32x2 fUv, FfxInt32x2 iSize) +{ + BilinearSamplingData data; + + FfxFloat32x2 fPxSample = (fUv * iSize) - FfxFloat32x2(0.5f, 0.5f); + data.iBasePos = FfxInt32x2(floor(fPxSample)); + FfxFloat32x2 fPxFrac = ffxFract(fPxSample); + + data.iOffsets[0] = FfxInt32x2(0, 0); + data.iOffsets[1] = FfxInt32x2(1, 0); + data.iOffsets[2] = FfxInt32x2(0, 1); + data.iOffsets[3] = FfxInt32x2(1, 1); + + data.fWeights[0] = (1 - fPxFrac.x) * (1 - fPxFrac.y); + data.fWeights[1] = (fPxFrac.x) * (1 - fPxFrac.y); + data.fWeights[2] = (1 - fPxFrac.x) * (fPxFrac.y); + data.fWeights[3] = (fPxFrac.x) * (fPxFrac.y); + + return data; +} + +struct PlaneData +{ + FfxFloat32x3 fNormal; + FfxFloat32 fDistanceFromOrigin; +}; + +PlaneData GetPlaneFromPoints(FfxFloat32x3 fP0, FfxFloat32x3 fP1, FfxFloat32x3 fP2) +{ + PlaneData plane; + + FfxFloat32x3 v0 = fP0 - fP1; + FfxFloat32x3 v1 = fP0 - fP2; + plane.fNormal = normalize(cross(v0, v1)); + plane.fDistanceFromOrigin = -dot(fP0, plane.fNormal); + + return plane; +} + +FfxFloat32 PointToPlaneDistance(PlaneData plane, FfxFloat32x3 fPoint) +{ + return abs(dot(plane.fNormal, fPoint) + plane.fDistanceFromOrigin); +} + +#endif // #if defined(FFX_GPU) + +#endif //!defined(FFX_FSR2_COMMON_H) |
