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GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/amd-fsr2/shaders/ffx_fsr2_postprocess_lock_status.h
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#ifndef FFX_FSR2_POSTPROCESS_LOCK_STATUS_H
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#define FFX_FSR2_POSTPROCESS_LOCK_STATUS_H
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FfxFloat32x4 WrapShadingChangeLuma(FfxInt32x2 iPxSample)
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{
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return FfxFloat32x4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
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}
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#if FFX_HALF
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FFX_MIN16_F4 WrapShadingChangeLuma(FFX_MIN16_I2 iPxSample)
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{
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return FFX_MIN16_F4(LoadMipLuma(iPxSample, LumaMipLevelToUse()), 0, 0, 0);
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}
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#endif
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#if FFX_FSR2_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF && FFX_HALF
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DeclareCustomFetchBilinearSamplesMin16(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
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#else
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DeclareCustomFetchBicubicSamples(FetchShadingChangeLumaSamples, WrapShadingChangeLuma)
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#endif
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DeclareCustomTextureSample(ShadingChangeLumaSample, Lanczos2, FetchShadingChangeLumaSamples)
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FfxFloat32 GetShadingChangeLuma(FfxInt32x2 iPxHrPos, FfxFloat32x2 fUvCoord)
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{
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FfxFloat32 fShadingChangeLuma = 0;
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#if 0
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fShadingChangeLuma = Exposure() * exp(ShadingChangeLumaSample(fUvCoord, LumaMipDimensions()).x);
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#else
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const FfxFloat32 fDiv = FfxFloat32(2 << LumaMipLevelToUse());
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FfxInt32x2 iMipRenderSize = FfxInt32x2(RenderSize() / fDiv);
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fUvCoord = ClampUv(fUvCoord, iMipRenderSize, LumaMipDimensions());
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fShadingChangeLuma = Exposure() * exp(FfxFloat32(SampleMipLuma(fUvCoord, LumaMipLevelToUse())));
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#endif
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fShadingChangeLuma = ffxPow(fShadingChangeLuma, 1.0f / 6.0f);
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return fShadingChangeLuma;
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}
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void UpdateLockStatus(AccumulationPassCommonParams params,
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FFX_PARAMETER_INOUT FfxFloat32 fReactiveFactor, LockState state,
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FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus,
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FFX_PARAMETER_OUT FfxFloat32 fLockContributionThisFrame,
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FFX_PARAMETER_OUT FfxFloat32 fLuminanceDiff) {
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const FfxFloat32 fShadingChangeLuma = GetShadingChangeLuma(params.iPxHrPos, params.fHrUv);
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//init temporal shading change factor, init to -1 or so in reproject to know if "true new"?
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fLockStatus[LOCK_TEMPORAL_LUMA] = (fLockStatus[LOCK_TEMPORAL_LUMA] == FfxFloat32(0.0f)) ? fShadingChangeLuma : fLockStatus[LOCK_TEMPORAL_LUMA];
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FfxFloat32 fPreviousShadingChangeLuma = fLockStatus[LOCK_TEMPORAL_LUMA];
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fLuminanceDiff = 1.0f - MinDividedByMax(fPreviousShadingChangeLuma, fShadingChangeLuma);
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if (state.NewLock) {
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fLockStatus[LOCK_TEMPORAL_LUMA] = fShadingChangeLuma;
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fLockStatus[LOCK_LIFETIME_REMAINING] = (fLockStatus[LOCK_LIFETIME_REMAINING] != 0.0f) ? 2.0f : 1.0f;
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}
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else if(fLockStatus[LOCK_LIFETIME_REMAINING] <= 1.0f) {
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fLockStatus[LOCK_TEMPORAL_LUMA] = ffxLerp(fLockStatus[LOCK_TEMPORAL_LUMA], FfxFloat32(fShadingChangeLuma), 0.5f);
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}
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else {
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if (fLuminanceDiff > 0.1f) {
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KillLock(fLockStatus);
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}
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}
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fReactiveFactor = ffxMax(fReactiveFactor, ffxSaturate((fLuminanceDiff - 0.1f) * 10.0f));
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fLockStatus[LOCK_LIFETIME_REMAINING] *= (1.0f - fReactiveFactor);
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fLockStatus[LOCK_LIFETIME_REMAINING] *= ffxSaturate(1.0f - params.fAccumulationMask);
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fLockStatus[LOCK_LIFETIME_REMAINING] *= FfxFloat32(params.fDepthClipFactor < 0.1f);
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// Compute this frame lock contribution
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const FfxFloat32 fLifetimeContribution = ffxSaturate(fLockStatus[LOCK_LIFETIME_REMAINING] - 1.0f);
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const FfxFloat32 fShadingChangeContribution = ffxSaturate(MinDividedByMax(fLockStatus[LOCK_TEMPORAL_LUMA], fShadingChangeLuma));
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fLockContributionThisFrame = ffxSaturate(ffxSaturate(fLifetimeContribution * 4.0f) * fShadingChangeContribution);
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}
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#endif //!defined( FFX_FSR2_POSTPROCESS_LOCK_STATUS_H )
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