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diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_postprocess_lock_status.h b/thirdparty/amd-fsr2/shaders/ffx_fsr2_postprocess_lock_status.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_POSTPROCESS_LOCK_STATUS_H
+#define FFX_FSR2_POSTPROCESS_LOCK_STATUS_H
+
+FfxFloat32x4 WrapShadingChangeLuma(FfxInt32x2 iPxSample)
+{
+ return FfxFloat32x4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
+}
+
+#if FFX_HALF
+FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample)
+{
+ return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
+}
+#endif
+
+#if FFX_FSR2_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF && FFX_HALF
+DeclareCustomFetchBilinearSamplesMin16(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
+#else
+DeclareCustomFetchBicubicSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
+#endif
+DeclareCustomTextureSample(ShadingChangeLumaSample, Lanczos2, FetchShadingChangeLumaSamples)
+
+FfxFloat32 GetShadingChangeLuma(FfxInt32x2 iPxHrPos, FfxFloat32x2 fUvCoord)
+{
+ FfxFloat32 fShadingChangeLuma = 0;
+
+#if 0
+ fShadingChangeLuma = Exposure() * exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()).x);
+#else
+
+ const FfxFloat32 fDiv = FfxFloat32(2 << LumaMipLevelToUse());
+ FfxInt32x2 iMipRenderSize = FfxInt32x2(RenderSize() / fDiv);
+
+ fUvCoord = ClampUv(fUvCoord, iMipRenderSize, LumaMipDimensions());
+ fShadingChangeLuma = Exposure() * exp(FfxFloat32(SampleMipLuma(fUvCoord, LumaMipLevelToUse())));
+#endif
+
+ fShadingChangeLuma = ffxPow(fShadingChangeLuma, 1.0f / 6.0f);
+
+ return fShadingChangeLuma;
+}
+
+void UpdateLockStatus(AccumulationPassCommonParams params,
+ FFX_PARAMETER_INOUT FfxFloat32 fReactiveFactor, LockState state,
+ FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus,
+ FFX_PARAMETER_OUT FfxFloat32 fLockContributionThisFrame,
+ FFX_PARAMETER_OUT FfxFloat32 fLuminanceDiff) {
+
+ const FfxFloat32 fShadingChangeLuma = GetShadingChangeLuma(params.iPxHrPos, params.fHrUv);
+
+ //init temporal shading change factor, init to -1 or so in reproject to know if "true new"?
+ fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == FfxFloat32(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA];
+
+ FfxFloat32 fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA];
+
+ fLuminanceDiff = 1.0f - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma);
+
+ if (state.NewLock) {
+ fLockStatus[LOCK_TEMPORAL_LUMA] = fShadingChangeLuma;
+
+ fLockStatus[LOCK_LIFETIME_REMAINING] = (fLockStatus[LOCK_LIFETIME_REMAINING] != 0.0f) ? 2.0f : 1.0f;
+ }
+ else if(fLockStatus[LOCK_LIFETIME_REMAINING] <= 1.0f) {
+ fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], FfxFloat32(fShadingChangeLuma), 0.5f);
+ }
+ else {
+ if (fLuminanceDiff > 0.1f) {
+ KillLock(fLockStatus);
+ }
+ }
+
+ fReactiveFactor = ffxMax(fReactiveFactor, ffxSaturate((fLuminanceDiff - 0.1f) * 10.0f));
+ fLockStatus[LOCK_LIFETIME_REMAINING] *= (1.0f - fReactiveFactor);
+
+ fLockStatus[LOCK_LIFETIME_REMAINING] *= ffxSaturate(1.0f - params.fAccumulationMask);
+ fLockStatus[LOCK_LIFETIME_REMAINING] *= FfxFloat32(params.fDepthClipFactor < 0.1f);
+
+ // Compute this frame lock contribution
+ const FfxFloat32 fLifetimeContribution = ffxSaturate(fLockStatus[LOCK_LIFETIME_REMAINING] - 1.0f);
+ const FfxFloat32 fShadingChangeContribution = ffxSaturate(MinDividedByMax(fLockStatus[LOCK_TEMPORAL_LUMA], fShadingChangeLuma));
+
+ fLockContributionThisFrame = ffxSaturate(ffxSaturate(fLifetimeContribution * 4.0f) * fShadingChangeContribution);
+}
+
+#endif //!defined( FFX_FSR2_POSTPROCESS_LOCK_STATUS_H )