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diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip.h b/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip.h
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+++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip.h
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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_DEPTH_CLIP_H
+#define FFX_FSR2_DEPTH_CLIP_H
+
+FFX_STATIC const FfxFloat32 DepthClipBaseScale = 4.0f;
+
+FfxFloat32 ComputeDepthClip(FfxFloat32x2 fUvSample, FfxFloat32 fCurrentDepthSample)
+{
+ FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(fCurrentDepthSample);
+ BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fUvSample, RenderSize());
+
+ FfxFloat32 fDilatedSum = 0.0f;
+ FfxFloat32 fDepth = 0.0f;
+ FfxFloat32 fWeightSum = 0.0f;
+ for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
+
+ const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
+ const FfxInt32x2 iSamplePos = bilinearInfo.iBasePos + iOffset;
+
+ if (IsOnScreen(iSamplePos, RenderSize())) {
+ const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
+ if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
+
+ const FfxFloat32 fPrevDepthSample = LoadReconstructedPrevDepth(iSamplePos);
+ const FfxFloat32 fPrevNearestDepthViewSpace = GetViewSpaceDepth(fPrevDepthSample);
+
+ const FfxFloat32 fDepthDiff = fCurrentDepthViewSpace - fPrevNearestDepthViewSpace;
+
+ if (fDepthDiff > 0.0f) {
+
+#if FFX_FSR2_OPTION_INVERTED_DEPTH
+ const FfxFloat32 fPlaneDepth = ffxMin(fPrevDepthSample, fCurrentDepthSample);
+#else
+ const FfxFloat32 fPlaneDepth = ffxMax(fPrevDepthSample, fCurrentDepthSample);
+#endif
+
+ const FfxFloat32x3 fCenter = GetViewSpacePosition(FfxInt32x2(RenderSize() * 0.5f), RenderSize(), fPlaneDepth);
+ const FfxFloat32x3 fCorner = GetViewSpacePosition(FfxInt32x2(0, 0), RenderSize(), fPlaneDepth);
+
+ const FfxFloat32 fHalfViewportWidth = length(FfxFloat32x2(RenderSize()));
+ const FfxFloat32 fDepthThreshold = ffxMax(fCurrentDepthViewSpace, fPrevNearestDepthViewSpace);
+
+ const FfxFloat32 Ksep = 1.37e-05f;
+ const FfxFloat32 Kfov = length(fCorner) / length(fCenter);
+ const FfxFloat32 fRequiredDepthSeparation = Ksep * Kfov * fHalfViewportWidth * fDepthThreshold;
+
+ const FfxFloat32 fResolutionFactor = ffxSaturate(length(FfxFloat32x2(RenderSize())) / length(FfxFloat32x2(1920.0f, 1080.0f)));
+ const FfxFloat32 fPower = ffxLerp(1.0f, 3.0f, fResolutionFactor);
+ fDepth += ffxPow(ffxSaturate(FfxFloat32(fRequiredDepthSeparation / fDepthDiff)), fPower) * fWeight;
+ fWeightSum += fWeight;
+ }
+ }
+ }
+ }
+
+ return (fWeightSum > 0) ? ffxSaturate(1.0f - fDepth / fWeightSum) : 0.0f;
+}
+
+FfxFloat32 ComputeMotionDivergence(FfxInt32x2 iPxPos, FfxInt32x2 iPxInputMotionVectorSize)
+{
+ FfxFloat32 minconvergence = 1.0f;
+
+ FfxFloat32x2 fMotionVectorNucleus = LoadInputMotionVector(iPxPos);
+ FfxFloat32 fNucleusVelocityLr = length(fMotionVectorNucleus * RenderSize());
+ FfxFloat32 fMaxVelocityUv = length(fMotionVectorNucleus);
+
+ const FfxFloat32 MotionVectorVelocityEpsilon = 1e-02f;
+
+ if (fNucleusVelocityLr > MotionVectorVelocityEpsilon) {
+ for (FfxInt32 y = -1; y <= 1; ++y) {
+ for (FfxInt32 x = -1; x <= 1; ++x) {
+
+ FfxInt32x2 sp = ClampLoad(iPxPos, FfxInt32x2(x, y), iPxInputMotionVectorSize);
+
+ FfxFloat32x2 fMotionVector = LoadInputMotionVector(sp);
+ FfxFloat32 fVelocityUv = length(fMotionVector);
+
+ fMaxVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv);
+ fVelocityUv = ffxMax(fVelocityUv, fMaxVelocityUv);
+ minconvergence = ffxMin(minconvergence, dot(fMotionVector / fVelocityUv, fMotionVectorNucleus / fVelocityUv));
+ }
+ }
+ }
+
+ return ffxSaturate(1.0f - minconvergence) * ffxSaturate(fMaxVelocityUv / 0.01f);
+}
+
+FfxFloat32 ComputeDepthDivergence(FfxInt32x2 iPxPos)
+{
+ const FfxFloat32 fMaxDistInMeters = GetMaxDistanceInMeters();
+ FfxFloat32 fDepthMax = 0.0f;
+ FfxFloat32 fDepthMin = fMaxDistInMeters;
+
+ FfxInt32 iMaxDistFound = 0;
+
+ for (FfxInt32 y = -1; y < 2; y++) {
+ for (FfxInt32 x = -1; x < 2; x++) {
+
+ const FfxInt32x2 iOffset = FfxInt32x2(x, y);
+ const FfxInt32x2 iSamplePos = iPxPos + iOffset;
+
+ const FfxFloat32 fOnScreenFactor = IsOnScreen(iSamplePos, RenderSize()) ? 1.0f : 0.0f;
+ FfxFloat32 fDepth = GetViewSpaceDepthInMeters(LoadDilatedDepth(iSamplePos)) * fOnScreenFactor;
+
+ iMaxDistFound |= FfxInt32(fMaxDistInMeters == fDepth);
+
+ fDepthMin = ffxMin(fDepthMin, fDepth);
+ fDepthMax = ffxMax(fDepthMax, fDepth);
+ }
+ }
+
+ return (1.0f - fDepthMin / fDepthMax) * (FfxBoolean(iMaxDistFound) ? 0.0f : 1.0f);
+}
+
+FfxFloat32 ComputeTemporalMotionDivergence(FfxInt32x2 iPxPos)
+{
+ const FfxFloat32x2 fUv = FfxFloat32x2(iPxPos + 0.5f) / RenderSize();
+
+ FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
+ FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
+ fReprojectedUv = ClampUv(fReprojectedUv, RenderSize(), MaxRenderSize());
+ FfxFloat32x2 fPrevMotionVector = SamplePreviousDilatedMotionVector(fReprojectedUv);
+
+ float fPxDistance = length(fMotionVector * DisplaySize());
+ return fPxDistance > 1.0f ? ffxLerp(0.0f, 1.0f - ffxSaturate(length(fPrevMotionVector) / length(fMotionVector)), ffxSaturate(ffxPow(fPxDistance / 20.0f, 3.0f))) : 0;
+}
+
+void PreProcessReactiveMasks(FfxInt32x2 iPxLrPos, FfxFloat32 fMotionDivergence)
+{
+ // Compensate for bilinear sampling in accumulation pass
+
+ FfxFloat32x3 fReferenceColor = LoadInputColor(iPxLrPos).xyz;
+ FfxFloat32x2 fReactiveFactor = FfxFloat32x2(0.0f, fMotionDivergence);
+
+ float fMasksSum = 0.0f;
+
+ FfxFloat32x3 fColorSamples[9];
+ FfxFloat32 fReactiveSamples[9];
+ FfxFloat32 fTransparencyAndCompositionSamples[9];
+
+ FFX_UNROLL
+ for (FfxInt32 y = -1; y < 2; y++) {
+ FFX_UNROLL
+ for (FfxInt32 x = -1; x < 2; x++) {
+
+ const FfxInt32x2 sampleCoord = ClampLoad(iPxLrPos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
+
+ FfxInt32 sampleIdx = (y + 1) * 3 + x + 1;
+
+ FfxFloat32x3 fColorSample = LoadInputColor(sampleCoord).xyz;
+ FfxFloat32 fReactiveSample = LoadReactiveMask(sampleCoord);
+ FfxFloat32 fTransparencyAndCompositionSample = LoadTransparencyAndCompositionMask(sampleCoord);
+
+ fColorSamples[sampleIdx] = fColorSample;
+ fReactiveSamples[sampleIdx] = fReactiveSample;
+ fTransparencyAndCompositionSamples[sampleIdx] = fTransparencyAndCompositionSample;
+
+ fMasksSum += (fReactiveSample + fTransparencyAndCompositionSample);
+ }
+ }
+
+ if (fMasksSum > 0)
+ {
+ for (FfxInt32 sampleIdx = 0; sampleIdx < 9; sampleIdx++)
+ {
+ FfxFloat32x3 fColorSample = fColorSamples[sampleIdx];
+ FfxFloat32 fReactiveSample = fReactiveSamples[sampleIdx];
+ FfxFloat32 fTransparencyAndCompositionSample = fTransparencyAndCompositionSamples[sampleIdx];
+
+ const FfxFloat32 fMaxLenSq = ffxMax(dot(fReferenceColor, fReferenceColor), dot(fColorSample, fColorSample));
+ const FfxFloat32 fSimilarity = dot(fReferenceColor, fColorSample) / fMaxLenSq;
+
+ // Increase power for non-similar samples
+ const FfxFloat32 fPowerBiasMax = 6.0f;
+ const FfxFloat32 fSimilarityPower = 1.0f + (fPowerBiasMax - fSimilarity * fPowerBiasMax);
+ const FfxFloat32 fWeightedReactiveSample = ffxPow(fReactiveSample, fSimilarityPower);
+ const FfxFloat32 fWeightedTransparencyAndCompositionSample = ffxPow(fTransparencyAndCompositionSample, fSimilarityPower);
+
+ fReactiveFactor = ffxMax(fReactiveFactor, FfxFloat32x2(fWeightedReactiveSample, fWeightedTransparencyAndCompositionSample));
+ }
+ }
+
+ StoreDilatedReactiveMasks(iPxLrPos, fReactiveFactor);
+}
+
+FfxFloat32x3 ComputePreparedInputColor(FfxInt32x2 iPxLrPos)
+{
+ //We assume linear data. if non-linear input (sRGB, ...),
+ //then we should convert to linear first and back to sRGB on output.
+ FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxLrPos));
+
+ fRgb = PrepareRgb(fRgb, Exposure(), PreExposure());
+
+ const FfxFloat32x3 fPreparedYCoCg = RGBToYCoCg(fRgb);
+
+ return fPreparedYCoCg;
+}
+
+FfxFloat32 EvaluateSurface(FfxInt32x2 iPxPos, FfxFloat32x2 fMotionVector)
+{
+ FfxFloat32 d0 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, -1)));
+ FfxFloat32 d1 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 0)));
+ FfxFloat32 d2 = GetViewSpaceDepth(LoadReconstructedPrevDepth(iPxPos + FfxInt32x2(0, 1)));
+
+ return 1.0f - FfxFloat32(((d0 - d1) > (d1 * 0.01f)) && ((d1 - d2) > (d2 * 0.01f)));
+}
+
+void DepthClip(FfxInt32x2 iPxPos)
+{
+ FfxFloat32x2 fDepthUv = (iPxPos + 0.5f) / RenderSize();
+ FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
+
+ // Discard tiny mvs
+ fMotionVector *= FfxFloat32(length(fMotionVector * DisplaySize()) > 0.01f);
+
+ const FfxFloat32x2 fDilatedUv = fDepthUv + fMotionVector;
+ const FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos);
+ const FfxFloat32 fCurrentDepthViewSpace = GetViewSpaceDepth(LoadInputDepth(iPxPos));
+
+ // Compute prepared input color and depth clip
+ FfxFloat32 fDepthClip = ComputeDepthClip(fDilatedUv, fDilatedDepth) * EvaluateSurface(iPxPos, fMotionVector);
+ FfxFloat32x3 fPreparedYCoCg = ComputePreparedInputColor(iPxPos);
+ StorePreparedInputColor(iPxPos, FfxFloat32x4(fPreparedYCoCg, fDepthClip));
+
+ // Compute dilated reactive mask
+#if FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
+ FfxInt32x2 iSamplePos = iPxPos;
+#else
+ FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxPos);
+#endif
+
+ FfxFloat32 fMotionDivergence = ComputeMotionDivergence(iSamplePos, RenderSize());
+ FfxFloat32 fTemporalMotionDifference = ffxSaturate(ComputeTemporalMotionDivergence(iPxPos) - ComputeDepthDivergence(iPxPos));
+
+ PreProcessReactiveMasks(iPxPos, ffxMax(fTemporalMotionDifference, fMotionDivergence));
+}
+
+#endif //!defined( FFX_FSR2_DEPTH_CLIPH ) \ No newline at end of file