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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 15:09:19 +02:00

Some renaming

This commit is contained in:
2025-04-15 01:32:56 +02:00
parent 12d6a1578d
commit a39d972126
864 changed files with 29 additions and 34 deletions

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# This file is part of the FidelityFX SDK.
#
# Copyright (C) 2024 Advanced Micro Devices, Inc.
#
# 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.
set(FSR3UPSCALER_BASE_ARGS
-reflection -deps=gcc -DFFX_GPU=1
# Only reprojection is to do half for now
-DFFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF=0
-DFFX_FSR3UPSCALER_OPTION_ACCUMULATE_SAMPLERS_USE_DATA_HALF=0
-DFFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF=1
-DFFX_FSR3UPSCALER_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF=0
# Upsample uses lanczos approximation
-DFFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE=2)
set(FSR3UPSCALER_PERMUTATION_ARGS
# Reproject can use either reference lanczos or LUT
-DFFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE={0,1}
-DFFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT={0,1}
-DFFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS={0,1}
-DFFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS={0,1}
-DFFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH={0,1}
-DFFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING={0,1})
set(FSR3UPSCALER_INCLUDE_ARGS
"${FFX_GPU_PATH}"
"${FFX_GPU_PATH}/fsr3upscaler")
if (NOT FSR3UPSCALER_SHADER_EXT)
set(FSR3UPSCALER_SHADER_EXT *)
endif()
file(GLOB FSR3UPSCALER_SHADERS
"shaders/fsr3upscaler/*.${FSR3UPSCALER_SHADER_EXT}")
# compile all the shaders
compile_shaders_with_depfile(
"${FFX_SC_EXECUTABLE}"
"${FSR3UPSCALER_BASE_ARGS}" "${FSR3UPSCALER_API_BASE_ARGS}" "${FSR3UPSCALER_PERMUTATION_ARGS}" "${FSR3UPSCALER_INCLUDE_ARGS}"
"${FSR3UPSCALER_SHADERS}" "${FFX_PASS_SHADER_OUTPUT_PATH}" FSR3UPSCALER_PERMUTATION_OUTPUTS)
# add the header files they generate to the main list of dependencies
add_shader_output("${FSR3UPSCALER_PERMUTATION_OUTPUTS}")

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
void Accumulate(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
// Avoid invalid values when accumulation and upsampled weight is 0
data.fHistoryWeight *= FfxFloat32(data.fHistoryWeight > FSR3UPSCALER_FP16_MIN);
data.fHistoryWeight = ffxMax(FSR3UPSCALER_EPSILON, data.fHistoryWeight + data.fUpsampledWeight);
#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
//YCoCg -> RGB -> Tonemap -> YCoCg (Use RGB tonemapper to avoid color desaturation)
data.fUpsampledColor = RGBToYCoCg(Tonemap(YCoCgToRGB(data.fUpsampledColor)));
data.fHistoryColor = RGBToYCoCg(Tonemap(YCoCgToRGB(data.fHistoryColor)));
#endif
const FfxFloat32 fAlpha = ffxSaturate(data.fUpsampledWeight / data.fHistoryWeight);
data.fHistoryColor = ffxLerp(data.fHistoryColor, data.fUpsampledColor, fAlpha);
data.fHistoryColor = YCoCgToRGB(data.fHistoryColor);
#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
data.fHistoryColor = InverseTonemap(data.fHistoryColor);
#endif
}
void RectifyHistory(
const AccumulationPassCommonParams params,
FFX_PARAMETER_INOUT AccumulationPassData data
)
{
const FfxFloat32 fVecolityFactor = ffxSaturate(params.f4KVelocity / 20.0f);
const FfxFloat32 fDistanceFactor = ffxSaturate(0.75f - params.fFarthestDepthInMeters / 20.0f);
const FfxFloat32 fAccumulationFactor = 1.0f - params.fAccumulation;
const FfxFloat32 fReactiveFactor = ffxPow(params.fReactiveMask, 1.0f / 2.0f);
const FfxFloat32 fShadingChangeFactor = params.fShadingChange;
const FfxFloat32 fBoxScaleT = ffxMax(fVecolityFactor, ffxMax(fDistanceFactor, ffxMax(fAccumulationFactor, ffxMax(fReactiveFactor, fShadingChangeFactor))));
const FfxFloat32 fBoxScale = ffxLerp(3.0f, 1.0f, fBoxScaleT);
const FfxFloat32x3 fScaledBoxVec = data.clippingBox.boxVec * fBoxScale;
const FfxFloat32x3 fBoxMin = data.clippingBox.boxCenter - fScaledBoxVec;
const FfxFloat32x3 fBoxMax = data.clippingBox.boxCenter + fScaledBoxVec;
if (any(FFX_GREATER_THAN(fBoxMin, data.fHistoryColor)) || any(FFX_GREATER_THAN(data.fHistoryColor, fBoxMax))) {
const FfxFloat32x3 fClampedHistoryColor = clamp(data.fHistoryColor, fBoxMin, fBoxMax);
const FfxFloat32 fHistoryContribution = ffxMax(params.fLumaInstabilityFactor, data.fLockContributionThisFrame) * params.fAccumulation * (1 - params.fDisocclusion);
// Scale history color using rectification info, also using accumulation mask to avoid potential invalid color protection
data.fHistoryColor = ffxLerp(fClampedHistoryColor, data.fHistoryColor, ffxSaturate(fHistoryContribution));
}
}
void UpdateLockStatus(AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
data.fLock *= FfxFloat32(params.bIsNewSample == false);
const FfxFloat32 fLifetimeDecreaseFactor = ffxMax(ffxSaturate(params.fShadingChange), ffxMax(params.fReactiveMask, params.fDisocclusion));
data.fLock = ffxMax(0.0f, data.fLock - fLifetimeDecreaseFactor * fLockMax);
// Compute this frame lock contribution
data.fLockContributionThisFrame = ffxSaturate(ffxSaturate(data.fLock - fLockThreshold) * (fLockMax - fLockThreshold));
const FfxFloat32 fNewLockIntensity = LoadRwNewLocks(params.iPxHrPos) * (1.0f - ffxMax(params.fShadingChange * 0, params.fReactiveMask));
data.fLock = ffxMax(0.0f, ffxMin(data.fLock + fNewLockIntensity, fLockMax));
// Preparing for next frame
const FfxFloat32 fLifetimeDecrease = (0.1f / JitterSequenceLength()) * (1.0f - fLifetimeDecreaseFactor);
data.fLock = ffxMax(0.0f, data.fLock - fLifetimeDecrease);
// we expect similar motion for next frame
// kill lock if that location is outside screen, avoid locks to be clamped to screen borders
const FfxFloat32x2 fEstimatedUvNextFrame = params.fHrUv - params.fMotionVector;
data.fLock *= FfxFloat32(IsUvInside(fEstimatedUvNextFrame) == true);
}
void ComputeBaseAccumulationWeight(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
FfxFloat32 fBaseAccumulation = params.fAccumulation;
fBaseAccumulation = ffxMin(fBaseAccumulation, ffxLerp(fBaseAccumulation, 0.15f, ffxSaturate(ffxMax(0.0f, params.f4KVelocity / 0.5f))));
data.fHistoryWeight = fBaseAccumulation;
}
void InitPassData(FfxInt32x2 iPxHrPos, FFX_PARAMETER_INOUT AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
// Init constant params
params.iPxHrPos = iPxHrPos;
const FfxFloat32x2 fHrUv = (iPxHrPos + 0.5f) / UpscaleSize();
params.fHrUv = fHrUv;
params.fLrUvJittered = fHrUv + Jitter() / RenderSize();
params.fLrUv_HwSampler = ClampUv(params.fLrUvJittered, RenderSize(), MaxRenderSize());
params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv);
params.f4KVelocity = Get4KVelocity(params.fMotionVector);
ComputeReprojectedUVs(params);
const FfxFloat32x2 fLumaInstabilityUv_HW = ClampUv(fHrUv, RenderSize(), MaxRenderSize());
params.fLumaInstabilityFactor = SampleLumaInstability(fLumaInstabilityUv_HW);
const FfxFloat32x2 fFarthestDepthUv = ClampUv(params.fLrUvJittered, RenderSize() / 2, GetFarthestDepthMip1ResourceDimensions());
params.fFarthestDepthInMeters = SampleFarthestDepthMip1(fFarthestDepthUv);
params.bIsNewSample = (params.bIsExistingSample == false || 0 == FrameIndex());
const FfxFloat32x4 fDilatedReactiveMasks = SampleDilatedReactiveMasks(params.fLrUv_HwSampler);
params.fReactiveMask = ffxSaturate(fDilatedReactiveMasks[REACTIVE]);
params.fDisocclusion = ffxSaturate(fDilatedReactiveMasks[DISOCCLUSION]);
params.fShadingChange = ffxSaturate(fDilatedReactiveMasks[SHADING_CHANGE]);
params.fAccumulation = ffxSaturate(fDilatedReactiveMasks[ACCUMULAION]);
params.fAccumulation *= FfxFloat32(round(params.fAccumulation * 100.0f) > 1.0f);
// Init variable data
data.fUpsampledColor = FfxFloat32x3(0.0f, 0.0f, 0.0f);
data.fHistoryColor = FfxFloat32x3(0.0f, 0.0f, 0.0f);
data.fHistoryWeight = 1.0f;
data.fUpsampledWeight = 0.0f;
data.fLock = 0.0f;
data.fLockContributionThisFrame = 0.0f;
}
void Accumulate(FfxInt32x2 iPxHrPos)
{
AccumulationPassCommonParams params;
AccumulationPassData data;
InitPassData(iPxHrPos, params, data);
if (params.bIsExistingSample && !params.bIsNewSample) {
ReprojectHistoryColor(params, data);
}
UpdateLockStatus(params, data);
ComputeBaseAccumulationWeight(params, data);
ComputeUpsampledColorAndWeight(params, data);
RectifyHistory(params, data);
Accumulate(params, data);
data.fHistoryColor /= Exposure();
StoreInternalColorAndWeight(iPxHrPos, FfxFloat32x4(data.fHistoryColor, data.fLock));
// Output final color when RCAS is disabled
#if FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING == 0
StoreUpscaledOutput(iPxHrPos, data.fHistoryColor);
#endif
StoreNewLocks(iPxHrPos, 0);
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#include "ffx_fsr3upscaler_resources.h"
#if defined(FFX_GPU)
#include "ffx_core.h"
#endif // #if defined(FFX_GPU)
#if defined(FFX_GPU)
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // FFX_PREFER_WAVE64
#if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
layout (set = 0, binding = FSR3UPSCALER_BIND_CB_FSR3UPSCALER, std140) uniform cbFSR3UPSCALER_t
{
FfxInt32x2 iRenderSize;
FfxInt32x2 iPreviousFrameRenderSize;
FfxInt32x2 iUpscaleSize;
FfxInt32x2 iPreviousFrameUpscaleSize;
FfxInt32x2 iMaxRenderSize;
FfxInt32x2 iMaxUpscaleSize;
FfxFloat32x4 fDeviceToViewDepth;
FfxFloat32x2 fJitter;
FfxFloat32x2 fPreviousFrameJitter;
FfxFloat32x2 fMotionVectorScale;
FfxFloat32x2 fDownscaleFactor;
FfxFloat32x2 fMotionVectorJitterCancellation;
FfxFloat32 fTanHalfFOV;
FfxFloat32 fJitterSequenceLength;
FfxFloat32 fDeltaTime;
FfxFloat32 fDeltaPreExposure;
FfxFloat32 fViewSpaceToMetersFactor;
FfxFloat32 fFrameIndex;
} cbFSR3Upscaler;
FfxInt32x2 RenderSize()
{
return cbFSR3Upscaler.iRenderSize;
}
FfxInt32x2 PreviousFrameRenderSize()
{
return cbFSR3Upscaler.iPreviousFrameRenderSize;
}
FfxInt32x2 MaxRenderSize()
{
return cbFSR3Upscaler.iMaxRenderSize;
}
FfxInt32x2 UpscaleSize()
{
return cbFSR3Upscaler.iUpscaleSize;
}
FfxInt32x2 PreviousFrameUpscaleSize()
{
return cbFSR3Upscaler.iPreviousFrameUpscaleSize;
}
FfxInt32x2 MaxUpscaleSize()
{
return cbFSR3Upscaler.iMaxUpscaleSize;
}
FfxFloat32x2 Jitter()
{
return cbFSR3Upscaler.fJitter;
}
FfxFloat32x2 PreviousFrameJitter()
{
return cbFSR3Upscaler.fPreviousFrameJitter;
}
FfxFloat32x4 DeviceToViewSpaceTransformFactors()
{
return cbFSR3Upscaler.fDeviceToViewDepth;
}
FfxFloat32x2 MotionVectorScale()
{
return cbFSR3Upscaler.fMotionVectorScale;
}
FfxFloat32x2 DownscaleFactor()
{
return cbFSR3Upscaler.fDownscaleFactor;
}
FfxFloat32x2 MotionVectorJitterCancellation()
{
return cbFSR3Upscaler.fMotionVectorJitterCancellation;
}
FfxFloat32 TanHalfFoV()
{
return cbFSR3Upscaler.fTanHalfFOV;
}
FfxFloat32 JitterSequenceLength()
{
return cbFSR3Upscaler.fJitterSequenceLength;
}
FfxFloat32 DeltaTime()
{
return cbFSR3Upscaler.fDeltaTime;
}
FfxFloat32 DeltaPreExposure()
{
return cbFSR3Upscaler.fDeltaPreExposure;
}
FfxFloat32 ViewSpaceToMetersFactor()
{
return cbFSR3Upscaler.fViewSpaceToMetersFactor;
}
FfxFloat32 FrameIndex()
{
return cbFSR3Upscaler.fFrameIndex;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
#if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
layout(set = 0, binding = FSR3UPSCALER_BIND_CB_AUTOREACTIVE, std140) uniform cbGenerateReactive_t
{
FfxFloat32 fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
FfxFloat32 fTcScale;
FfxFloat32 fReactiveScale;
FfxFloat32 fReactiveMax;
} cbGenerateReactive;
FfxFloat32 TcThreshold()
{
return cbGenerateReactive.fTcThreshold;
}
FfxFloat32 TcScale()
{
return cbGenerateReactive.fTcScale;
}
FfxFloat32 ReactiveScale()
{
return cbGenerateReactive.fReactiveScale;
}
FfxFloat32 ReactiveMax()
{
return cbGenerateReactive.fReactiveMax;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
#if defined(FSR3UPSCALER_BIND_CB_RCAS)
layout(set = 0, binding = FSR3UPSCALER_BIND_CB_RCAS, std140) uniform cbRCAS_t
{
FfxUInt32x4 rcasConfig;
} cbRCAS;
FfxUInt32x4 RCASConfig()
{
return cbRCAS.rcasConfig;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_RCAS)
#if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
layout(set = 0, binding = FSR3UPSCALER_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t
{
FfxFloat32 gen_reactive_scale;
FfxFloat32 gen_reactive_threshold;
FfxFloat32 gen_reactive_binaryValue;
FfxUInt32 gen_reactive_flags;
} cbGenerateReactive;
FfxFloat32 GenReactiveScale()
{
return cbGenerateReactive.gen_reactive_scale;
}
FfxFloat32 GenReactiveThreshold()
{
return cbGenerateReactive.gen_reactive_threshold;
}
FfxFloat32 GenReactiveBinaryValue()
{
return cbGenerateReactive.gen_reactive_binaryValue;
}
FfxUInt32 GenReactiveFlags()
{
return cbGenerateReactive.gen_reactive_flags;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
#if defined(FSR3UPSCALER_BIND_CB_SPD)
layout(set = 0, binding = FSR3UPSCALER_BIND_CB_SPD, std140) uniform cbSPD_t
{
FfxUInt32 mips;
FfxUInt32 numWorkGroups;
FfxUInt32x2 workGroupOffset;
FfxUInt32x2 renderSize;
} cbSPD;
FfxUInt32 MipCount()
{
return cbSPD.mips;
}
FfxUInt32 NumWorkGroups()
{
return cbSPD.numWorkGroups;
}
FfxUInt32x2 WorkGroupOffset()
{
return cbSPD.workGroupOffset;
}
FfxUInt32x2 SPD_RenderSize()
{
return cbSPD.renderSize;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD)
layout (set = 0, binding = 1000) uniform sampler s_PointClamp;
layout (set = 0, binding = 1001) uniform sampler s_LinearClamp;
#if defined(FSR3UPSCALER_BIND_SRV_SPD_MIPS)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_SPD_MIPS) uniform texture2D r_spd_mips;
FfxInt32x2 GetSPDMipDimensions(FfxUInt32 uMipLevel)
{
return textureSize(r_spd_mips, int(uMipLevel)).xy;
}
FfxFloat32x2 SampleSPDMipLevel(FfxFloat32x2 fUV, FfxUInt32 mipLevel)
{
return textureLod(sampler2D(r_spd_mips, s_LinearClamp), fUV, float(mipLevel)).rg;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_DEPTH) uniform texture2D r_input_depth;
FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_depth, iPxPos, 0).r;
}
FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_input_depth, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_REACTIVE_MASK) uniform texture2D r_reactive_mask;
FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos)
{
return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r;
}
FfxInt32x2 GetReactiveMaskResourceDimensions()
{
return textureSize(r_reactive_mask, 0).xy;
}
FfxFloat32 SampleReactiveMask(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_reactive_mask, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) uniform texture2D r_transparency_and_composition_mask;
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
return texelFetch(r_transparency_and_composition_mask, FfxInt32x2(iPxPos), 0).r;
}
FfxInt32x2 GetTransparencyAndCompositionMaskResourceDimensions()
{
return textureSize(r_transparency_and_composition_mask, 0).xy;
}
FfxFloat32 SampleTransparencyAndCompositionMask(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_transparency_and_composition_mask, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_COLOR) uniform texture2D r_input_color_jittered;
FfxFloat32x3 LoadInputColor(FfxInt32x2 iPxPos)
{
return texelFetch(r_input_color_jittered, iPxPos, 0).rgb;
}
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_input_color_jittered, s_LinearClamp), fUV, 0.0).rgb;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS) uniform texture2D r_input_motion_vectors;
FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos)
{
FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy;
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
#if FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
fUvMotionVector -= MotionVectorJitterCancellation();
#endif
return fUvMotionVector;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED) uniform texture2D r_internal_upscaled_color;
FfxFloat32x4 LoadHistory(FfxInt32x2 iPxHistory)
{
return texelFetch(r_internal_upscaled_color, iPxHistory, 0);
}
FfxFloat32x4 SampleHistory(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_internal_upscaled_color, s_LinearClamp), fUV, 0.0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_LUMA_HISTORY, rgba8) uniform image2D rw_luma_history;
void StoreLumaHistory(FfxInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
{
imageStore(rw_luma_history, iPxPos, fLumaHistory);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_LUMA_HISTORY) uniform texture2D r_luma_history;
FfxFloat32x4 LoadLumaHistory(FfxInt32x2 iPxPos)
{
return texelFetch(r_luma_history, iPxPos, 0);
}
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_luma_history, s_LinearClamp), fUV, 0.0);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_RCAS_INPUT)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_RCAS_INPUT) uniform texture2D r_rcas_input;
FfxFloat32x4 LoadRCAS_Input(FfxInt32x2 iPxPos)
{
return texelFetch(r_rcas_input, iPxPos, 0);
}
FfxFloat32x3 SampleRCAS_Input(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_rcas_input, s_LinearClamp), fUV, 0.0).rgb;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED, rgba16f) writeonly uniform image2D rw_internal_upscaled_color;
void StoreReprojectedHistory(FfxInt32x2 iPxHistory, FfxFloat32x4 fHistory)
{
imageStore(rw_internal_upscaled_color, iPxHistory, fHistory);
}
void StoreInternalColorAndWeight(FfxInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
{
imageStore(rw_internal_upscaled_color, iPxPos, fColorAndWeight);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT /* app controlled format */) writeonly uniform image2D rw_upscaled_output;
void StoreUpscaledOutput(FfxInt32x2 iPxPos, FfxFloat32x3 fColor)
{
imageStore(rw_upscaled_output, iPxPos, FfxFloat32x4(fColor, 1.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_ACCUMULATION)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_ACCUMULATION) uniform texture2D r_accumulation;
FfxFloat32 SampleAccumulation(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_accumulation, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_ACCUMULATION)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_ACCUMULATION, r8) uniform image2D rw_accumulation;
void StoreAccumulation(FfxInt32x2 iPxPos, FfxFloat32 fAccumulation)
{
imageStore(rw_accumulation, iPxPos, vec4(fAccumulation, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_SHADING_CHANGE)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_SHADING_CHANGE) uniform texture2D r_shading_change;
FfxFloat32 LoadShadingChange(FfxInt32x2 iPxPos)
{
return texelFetch(r_shading_change, iPxPos, 0).x;
}
FfxFloat32 SampleShadingChange(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_shading_change, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_SHADING_CHANGE)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SHADING_CHANGE, r8) uniform image2D rw_shading_change;
void StoreShadingChange(FfxInt32x2 iPxPos, FfxFloat32 fShadingChange)
{
imageStore(rw_shading_change, iPxPos, vec4(fShadingChange, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH) uniform texture2D r_farthest_depth;
FfxInt32x2 GetFarthestDepthResourceDimensions()
{
return textureSize(r_farthest_depth, 0).xy;
}
FfxFloat32 LoadFarthestDepth(FfxInt32x2 iPxPos)
{
return texelFetch(r_farthest_depth, iPxPos, 0).x;
}
FfxFloat32 SampleFarthestDepth(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_farthest_depth, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH, r16f) uniform image2D rw_farthest_depth;
void StoreFarthestDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth)
{
imageStore(rw_farthest_depth, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1) uniform texture2D r_farthest_depth_mip1;
FfxInt32x2 GetFarthestDepthMip1ResourceDimensions()
{
return textureSize(r_farthest_depth_mip1, 0).xy;
}
FfxFloat32 LoadFarthestDepthMip1(FfxInt32x2 iPxPos)
{
return texelFetch(r_farthest_depth_mip1, iPxPos, 0).x;
}
FfxFloat32 SampleFarthestDepthMip1(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_farthest_depth_mip1, s_LinearClamp), fUV, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1, r16f) uniform image2D rw_farthest_depth_mip1;
void StoreFarthestDepthMip1(FfxInt32x2 iPxPos, FfxFloat32 fDepth)
{
imageStore(rw_farthest_depth_mip1, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_CURRENT_LUMA)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_CURRENT_LUMA) uniform texture2D r_current_luma;
FfxFloat32 LoadCurrentLuma(FfxInt32x2 iPxPos)
{
return texelFetch(r_current_luma, iPxPos, 0).r;
}
FfxFloat32 SampleCurrentLuma(FfxFloat32x2 uv)
{
return textureLod(sampler2D(r_current_luma, s_LinearClamp), uv, 0.0).r;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_CURRENT_LUMA)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_CURRENT_LUMA, r16f) uniform image2D rw_current_luma;
void StoreCurrentLuma(FfxInt32x2 iPxPos, FfxFloat32 fLuma)
{
imageStore(rw_current_luma, iPxPos, vec4(fLuma, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY) uniform texture2D r_luma_instability;
FfxFloat32 SampleLumaInstability(FfxFloat32x2 uv)
{
return textureLod(sampler2D(r_luma_instability, s_LinearClamp), uv, 0.0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY, r16f) uniform image2D rw_luma_instability;
void StoreLumaInstability(FfxInt32x2 iPxPos, FfxFloat32 fLumaInstability)
{
imageStore(rw_luma_instability, iPxPos, vec4(fLumaInstability, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA) uniform texture2D r_previous_luma;
FfxFloat32 LoadPreviousLuma(FfxInt32x2 iPxPos)
{
return texelFetch(r_previous_luma, iPxPos, 0).r;
}
FfxFloat32 SamplePreviousLuma(FfxFloat32x2 uv)
{
return textureLod(sampler2D(r_previous_luma, s_LinearClamp), uv, 0.0).r;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_NEW_LOCKS)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_NEW_LOCKS) uniform texture2D r_new_locks;
FfxFloat32 LoadNewLocks(FfxInt32x2 iPxPos)
{
return texelFetch(r_new_locks, iPxPos, 0).r;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_NEW_LOCKS)
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_NEW_LOCKS, r8) uniform image2D rw_new_locks;
FfxFloat32 LoadRwNewLocks(FfxInt32x2 iPxPos)
{
return imageLoad(rw_new_locks, iPxPos).r;
}
void StoreNewLocks(FfxInt32x2 iPxPos, FfxFloat32 newLock)
{
imageStore(rw_new_locks, iPxPos, vec4(newLock, 0, 0, 0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH) uniform utexture2D r_reconstructed_previous_nearest_depth;
FfxFloat32 LoadReconstructedPrevDepth(FfxInt32x2 iPxPos)
{
return uintBitsToFloat(texelFetch(r_reconstructed_previous_nearest_depth, iPxPos, 0).r);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, r32ui) uniform uimage2D rw_reconstructed_previous_nearest_depth;
void StoreReconstructedDepth(FfxInt32x2 iPxSample, FfxFloat32 fDepth)
{
FfxUInt32 uDepth = floatBitsToUint(fDepth);
#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
imageAtomicMax(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth);
#else
imageAtomicMin(rw_reconstructed_previous_nearest_depth, iPxSample, uDepth); // min for standard, max for inverted depth
#endif
}
void SetReconstructedDepth(FfxInt32x2 iPxSample, FfxUInt32 uValue)
{
imageStore(rw_reconstructed_previous_nearest_depth, iPxSample, uvec4(uValue, 0, 0, 0));
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_DEPTH, r16f) writeonly uniform image2D rw_dilated_depth;
void StoreDilatedDepth(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
{
imageStore(rw_dilated_depth, iPxPos, vec4(fDepth, 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS, rg16f) writeonly uniform image2D rw_dilated_motion_vectors;
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
{
imageStore(rw_dilated_motion_vectors, iPxPos, vec4(fMotionVector, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS) uniform texture2D r_dilated_motion_vectors;
FfxFloat32x2 LoadDilatedMotionVector(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilated_motion_vectors, iPxInput, 0).xy;
}
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_motion_vectors, s_LinearClamp), fUV, 0.0).xy;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_DEPTH) uniform texture2D r_dilated_depth;
FfxFloat32 LoadDilatedDepth(FfxInt32x2 iPxInput)
{
return texelFetch(r_dilated_depth, iPxInput, 0).r;
}
FfxFloat32 SampleDilatedDepth(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_depth, s_LinearClamp), fUV, 0.0).r;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE) uniform texture2D r_input_exposure;
FfxFloat32 Exposure()
{
FfxFloat32 exposure = texelFetch(r_input_exposure, FfxInt32x2(0, 0), 0).x;
if (exposure == 0.0) {
exposure = 1.0;
}
return exposure;
}
#endif
// BEGIN: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_LANCZOS_LUT) uniform texture2D r_lanczos_lut;
#endif
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x)
{
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT)
return textureLod(sampler2D(r_lanczos_lut, s_LinearClamp), FfxFloat32x2(x / 2.0, 0.5), 0.0).x;
#else
return 0.f;
#endif
}
// END: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS) uniform texture2D r_dilated_reactive_masks;
FfxFloat32x4 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
{
return textureLod(sampler2D(r_dilated_reactive_masks, s_LinearClamp), fUV, 0.0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS, rgba8) writeonly uniform image2D rw_dilated_reactive_masks;
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fDilatedReactiveMasks)
{
imageStore(rw_dilated_reactive_masks, iPxPos, fDilatedReactiveMasks);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY)
layout (set = 0, binding = FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY) uniform texture2D r_input_opaque_only;
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_opaque_only, iPxPos, 0).xyz;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR) uniform texture2D r_input_prev_color_pre_alpha;
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_pre_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR) uniform texture2D r_input_prev_color_post_alpha;
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return texelFetch(r_input_prev_color_post_alpha, iPxPos, 0).xyz;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE) && \
defined(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION)
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_AUTOREACTIVE, r32f) uniform image2D rw_output_autoreactive;
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION, r32f) uniform image2D rw_output_autocomposition;
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
{
imageStore(rw_output_autoreactive, iPxPos, FfxFloat32x4(FfxFloat32(fReactive.x), 0.0, 0.0, 0.0));
imageStore(rw_output_autocomposition, iPxPos, FfxFloat32x4(FfxFloat32(fReactive.y), 0.0, 0.0, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR)
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_pre_alpha;
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_pre_alpha, iPxPos, FfxFloat32x4(color, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR)
layout(set = 0, binding = FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR, r11f_g11f_b10f) uniform image2D rw_output_prev_color_post_alpha;
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
imageStore(rw_output_prev_color_post_alpha, iPxPos, FfxFloat32x4(color, 0.0));
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FRAME_INFO)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_FRAME_INFO, rgba32f) uniform image2D rw_frame_info;
FfxFloat32x4 LoadFrameInfo()
{
return imageLoad(rw_frame_info, ivec2(0, 0));
}
void StoreFrameInfo(FfxFloat32x4 fInfo)
{
imageStore(rw_frame_info, ivec2(0, 0), fInfo);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FRAME_INFO)
layout(set = 0, binding = FSR3UPSCALER_BIND_SRV_FRAME_INFO) uniform texture2D r_frame_info;
FfxFloat32x4 FrameInfo()
{
return texelFetch(r_frame_info, ivec2(0, 0), 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5)
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0, rg16f) uniform image2D rw_spd_mip0;
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1, rg16f) uniform image2D rw_spd_mip1;
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2, rg16f) uniform image2D rw_spd_mip2;
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3, rg16f) uniform image2D rw_spd_mip3;
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4, rg16f) uniform image2D rw_spd_mip4;
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5, rg16f) coherent uniform image2D rw_spd_mip5;
FfxFloat32x2 RWLoadPyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxUInt32 index)
{
#define LOAD(idx) \
if (index == idx) \
{ \
return imageLoad(rw_spd_mip##idx, iPxPos).xy; \
}
LOAD(0);
LOAD(1);
LOAD(2);
LOAD(3);
LOAD(4);
LOAD(5);
return FfxFloat32x2(0.0, 0.0);
#undef LOAD
}
void StorePyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 outValue, FFX_PARAMETER_IN FfxUInt32 index)
{
#define STORE(idx) \
if (index == idx) \
{ \
imageStore(rw_spd_mip##idx, iPxPos, vec4(outValue, 0.0, 0.0)); \
}
STORE(0);
STORE(1);
STORE(2);
STORE(3);
STORE(4);
STORE(5);
#undef STORE
}
#endif
#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
layout (set = 0, binding = FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC, r32ui) coherent uniform uimage2D rw_spd_global_atomic;
void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter)
{
spdCounter = imageAtomicAdd(rw_spd_global_atomic, ivec2(0, 0), 1);
}
void SPD_ResetAtomicCounter()
{
imageStore(rw_spd_global_atomic, ivec2(0, 0), uvec4(0));
}
#endif
#endif // #if defined(FFX_GPU)

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@@ -0,0 +1,963 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#include "ffx_fsr3upscaler_resources.h"
#if defined(FFX_GPU)
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic push
#pragma dxc diagnostic ignored "-Wambig-lit-shift"
#endif //__hlsl_dx_compiler
#include "ffx_core.h"
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic pop
#endif //__hlsl_dx_compiler
#endif // #if defined(FFX_GPU)
#if defined(FFX_GPU)
#ifndef FFX_PREFER_WAVE64
#define FFX_PREFER_WAVE64
#endif // FFX_PREFER_WAVE64
#pragma warning(disable: 3205) // conversion from larger type to smaller
#define DECLARE_SRV_REGISTER(regIndex) t##regIndex
#define DECLARE_UAV_REGISTER(regIndex) u##regIndex
#define DECLARE_CB_REGISTER(regIndex) b##regIndex
#define FFX_FSR3UPSCALER_DECLARE_SRV(regIndex) register(DECLARE_SRV_REGISTER(regIndex))
#define FFX_FSR3UPSCALER_DECLARE_UAV(regIndex) register(DECLARE_UAV_REGISTER(regIndex))
#define FFX_FSR3UPSCALER_DECLARE_CB(regIndex) register(DECLARE_CB_REGISTER(regIndex))
#if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
cbuffer cbFSR3Upscaler : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
{
FfxInt32x2 iRenderSize;
FfxInt32x2 iPreviousFrameRenderSize;
FfxInt32x2 iUpscaleSize;
FfxInt32x2 iPreviousFrameUpscaleSize;
FfxInt32x2 iMaxRenderSize;
FfxInt32x2 iMaxUpscaleSize;
FfxFloat32x4 fDeviceToViewDepth;
FfxFloat32x2 fJitter;
FfxFloat32x2 fPreviousFrameJitter;
FfxFloat32x2 fMotionVectorScale;
FfxFloat32x2 fDownscaleFactor;
FfxFloat32x2 fMotionVectorJitterCancellation;
FfxFloat32 fTanHalfFOV;
FfxFloat32 fJitterSequenceLength;
FfxFloat32 fDeltaTime;
FfxFloat32 fDeltaPreExposure;
FfxFloat32 fViewSpaceToMetersFactor;
FfxFloat32 fFrameIndex;
};
#define FFX_FSR3UPSCALER_CONSTANT_BUFFER_1_SIZE (sizeof(cbFSR3Upscaler) / 4) // Number of 32-bit values. This must be kept in sync with the cbFSR3Upscaler size.
/* Define getter functions in the order they are defined in the CB! */
FfxInt32x2 RenderSize()
{
return iRenderSize;
}
FfxInt32x2 PreviousFrameRenderSize()
{
return iPreviousFrameRenderSize;
}
FfxInt32x2 MaxRenderSize()
{
return iMaxRenderSize;
}
FfxInt32x2 UpscaleSize()
{
return iUpscaleSize;
}
FfxInt32x2 PreviousFrameUpscaleSize()
{
return iPreviousFrameUpscaleSize;
}
FfxInt32x2 MaxUpscaleSize()
{
return iMaxUpscaleSize;
}
FfxFloat32x2 Jitter()
{
return fJitter;
}
FfxFloat32x2 PreviousFrameJitter()
{
return fPreviousFrameJitter;
}
FfxFloat32x4 DeviceToViewSpaceTransformFactors()
{
return fDeviceToViewDepth;
}
FfxFloat32x2 MotionVectorScale()
{
return fMotionVectorScale;
}
FfxFloat32x2 DownscaleFactor()
{
return fDownscaleFactor;
}
FfxFloat32x2 MotionVectorJitterCancellation()
{
return fMotionVectorJitterCancellation;
}
FfxFloat32 TanHalfFoV()
{
return fTanHalfFOV;
}
FfxFloat32 JitterSequenceLength()
{
return fJitterSequenceLength;
}
FfxFloat32 DeltaTime()
{
return fDeltaTime;
}
FfxFloat32 DeltaPreExposure()
{
return fDeltaPreExposure;
}
FfxFloat32 ViewSpaceToMetersFactor()
{
return fViewSpaceToMetersFactor;
}
FfxFloat32 FrameIndex()
{
return fFrameIndex;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_FSR3UPSCALER)
#define FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(p) FFX_FSR3UPSCALER_ROOTSIG_STR(p)
#define FFX_FSR3UPSCALER_ROOTSIG_STR(p) #p
#define FFX_FSR3UPSCALER_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
"DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
"CBV(b0), " \
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"comparisonFunc = COMPARISON_NEVER, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \
"StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"comparisonFunc = COMPARISON_NEVER, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
#define FFX_FSR3UPSCALER_CONSTANT_BUFFER_2_SIZE 6 // Number of 32-bit values. This must be kept in sync with max( cbRCAS , cbSPD) size.
#define FFX_FSR3UPSCALER_CB2_ROOTSIG [RootSignature( "DescriptorTable(UAV(u0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
"DescriptorTable(SRV(t0, numDescriptors = " FFX_FSR3UPSCALER_ROOTSIG_STRINGIFY(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT) ")), " \
"CBV(b0), " \
"CBV(b1), " \
"StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"comparisonFunc = COMPARISON_NEVER, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK), " \
"StaticSampler(s1, filter = FILTER_MIN_MAG_MIP_LINEAR, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"comparisonFunc = COMPARISON_NEVER, " \
"borderColor = STATIC_BORDER_COLOR_TRANSPARENT_BLACK)" )]
#if defined(FFX_FSR3UPSCALER_EMBED_ROOTSIG)
#define FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT FFX_FSR3UPSCALER_ROOTSIG
#define FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT FFX_FSR3UPSCALER_CB2_ROOTSIG
#else
#define FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
#define FFX_FSR3UPSCALER_EMBED_CB2_ROOTSIG_CONTENT
#endif // #if FFX_FSR3UPSCALER_EMBED_ROOTSIG
#if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
cbuffer cbGenerateReactive : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
{
FfxFloat32 fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
FfxFloat32 fTcScale;
FfxFloat32 fReactiveScale;
FfxFloat32 fReactiveMax;
};
FfxFloat32 TcThreshold()
{
return fTcThreshold;
}
FfxFloat32 TcScale()
{
return fTcScale;
}
FfxFloat32 ReactiveScale()
{
return fReactiveScale;
}
FfxFloat32 ReactiveMax()
{
return fReactiveMax;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_AUTOREACTIVE)
#if defined(FSR3UPSCALER_BIND_CB_RCAS)
cbuffer cbRCAS : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_RCAS)
{
FfxUInt32x4 rcasConfig;
};
FfxUInt32x4 RCASConfig()
{
return rcasConfig;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_RCAS)
#if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
cbuffer cbGenerateReactive : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_REACTIVE)
{
FfxFloat32 gen_reactive_scale;
FfxFloat32 gen_reactive_threshold;
FfxFloat32 gen_reactive_binaryValue;
FfxUInt32 gen_reactive_flags;
};
FfxFloat32 GenReactiveScale()
{
return gen_reactive_scale;
}
FfxFloat32 GenReactiveThreshold()
{
return gen_reactive_threshold;
}
FfxFloat32 GenReactiveBinaryValue()
{
return gen_reactive_binaryValue;
}
FfxUInt32 GenReactiveFlags()
{
return gen_reactive_flags;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_REACTIVE)
#if defined(FSR3UPSCALER_BIND_CB_SPD)
cbuffer cbSPD : FFX_FSR3UPSCALER_DECLARE_CB(FSR3UPSCALER_BIND_CB_SPD) {
FfxUInt32 mips;
FfxUInt32 numWorkGroups;
FfxUInt32x2 workGroupOffset;
FfxUInt32x2 renderSize;
};
FfxUInt32 MipCount()
{
return mips;
}
FfxUInt32 NumWorkGroups()
{
return numWorkGroups;
}
FfxUInt32x2 WorkGroupOffset()
{
return workGroupOffset;
}
FfxUInt32x2 SPD_RenderSize()
{
return renderSize;
}
#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD)
SamplerState s_PointClamp : register(s0);
SamplerState s_LinearClamp : register(s1);
#if defined(FSR3UPSCALER_BIND_SRV_SPD_MIPS)
Texture2D<FfxFloat32x2> r_spd_mips : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_SPD_MIPS);
FfxInt32x2 GetSPDMipDimensions(FfxUInt32 uMipLevel)
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
FfxUInt32 uLevels;
r_spd_mips.GetDimensions(uMipLevel, uWidth, uHeight, uLevels);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32x2 SampleSPDMipLevel(FfxFloat32x2 fUV, FfxUInt32 mipLevel)
{
return r_spd_mips.SampleLevel(s_LinearClamp, fUV, mipLevel);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH)
Texture2D<FfxFloat32> r_input_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH);
FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos)
{
return r_input_depth[iPxPos];
}
FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
{
return r_input_depth.SampleLevel(s_LinearClamp, fUV, 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
{
return r_reactive_mask[iPxPos];
}
FfxInt32x2 GetReactiveMaskResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
r_reactive_mask.GetDimensions(uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 SampleReactiveMask(FfxFloat32x2 fUV)
{
return r_reactive_mask.SampleLevel(s_LinearClamp, fUV, 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
return r_transparency_and_composition_mask[iPxPos];
}
FfxInt32x2 GetTransparencyAndCompositionMaskResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
r_transparency_and_composition_mask.GetDimensions(uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 SampleTransparencyAndCompositionMask(FfxFloat32x2 fUV)
{
return r_transparency_and_composition_mask.SampleLevel(s_LinearClamp, fUV, 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR)
Texture2D<FfxFloat32x4> r_input_color_jittered : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_COLOR);
FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos)
{
return r_input_color_jittered[iPxPos].rgb;
}
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
{
return r_input_color_jittered.SampleLevel(s_LinearClamp, fUV, 0).rgb;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS)
Texture2D<FfxFloat32x4> r_input_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS);
FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos)
{
FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[iPxDilatedMotionVectorPos].xy;
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
#if FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
fUvMotionVector -= MotionVectorJitterCancellation();
#endif
return fUvMotionVector;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED)
Texture2D<FfxFloat32x4> r_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INTERNAL_UPSCALED);
FfxFloat32x4 LoadHistory(FfxUInt32x2 iPxHistory)
{
return r_internal_upscaled_color[iPxHistory];
}
FfxFloat32x4 SampleHistory(FfxFloat32x2 fUV)
{
return r_internal_upscaled_color.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY)
RWTexture2D<FfxFloat32x4> rw_luma_history : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LUMA_HISTORY);
void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
{
rw_luma_history[iPxPos] = fLumaHistory;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY)
Texture2D<FfxFloat32x4> r_luma_history : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LUMA_HISTORY);
FfxFloat32x4 LoadLumaHistory(FfxInt32x2 iPxPos)
{
return r_luma_history[iPxPos];
}
FfxFloat32x4 SampleLumaHistory(FfxFloat32x2 fUV)
{
return r_luma_history.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_RCAS_INPUT)
Texture2D<FfxFloat32x4> r_rcas_input : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RCAS_INPUT);
FfxFloat32x4 LoadRCAS_Input(FfxInt32x2 iPxPos)
{
return r_rcas_input[iPxPos];
}
FfxFloat32x3 SampleRCAS_Input(FfxFloat32x2 fUV)
{
return r_rcas_input.SampleLevel(s_LinearClamp, fUV, 0).rgb;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED)
RWTexture2D<FfxFloat32x4> rw_internal_upscaled_color : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_INTERNAL_UPSCALED);
void StoreReprojectedHistory(FfxUInt32x2 iPxHistory, FfxFloat32x4 fHistory)
{
rw_internal_upscaled_color[iPxHistory] = fHistory;
}
void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeight)
{
rw_internal_upscaled_color[iPxPos] = fColorAndWeight;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT)
RWTexture2D<FfxFloat32x4> rw_upscaled_output : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT);
void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
{
rw_upscaled_output[iPxPos] = FfxFloat32x4(fColor, 1.f);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_ACCUMULATION)
Texture2D<FfxFloat32> r_accumulation : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_ACCUMULATION);
FfxFloat32 SampleAccumulation(FfxFloat32x2 fUV)
{
return r_accumulation.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_ACCUMULATION)
RWTexture2D<FfxFloat32> rw_accumulation : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_ACCUMULATION);
void StoreAccumulation(FfxUInt32x2 iPxPos, FfxFloat32 fAccumulation)
{
rw_accumulation[iPxPos] = fAccumulation;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_SHADING_CHANGE)
Texture2D<FfxFloat32> r_shading_change : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_SHADING_CHANGE);
FfxFloat32 LoadShadingChange(FfxUInt32x2 iPxPos)
{
return r_shading_change[iPxPos];
}
FfxFloat32 SampleShadingChange(FfxFloat32x2 fUV)
{
return r_shading_change.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_SHADING_CHANGE)
RWTexture2D<FfxFloat32> rw_shading_change : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SHADING_CHANGE);
void StoreShadingChange(FfxUInt32x2 iPxPos, FfxFloat32 fShadingChange)
{
rw_shading_change[iPxPos] = fShadingChange;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH)
Texture2D<FfxFloat32> r_farthest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH);
FfxInt32x2 GetFarthestDepthResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
r_farthest_depth.GetDimensions(uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 LoadFarthestDepth(FfxUInt32x2 iPxPos)
{
return r_farthest_depth[iPxPos];
}
FfxFloat32 SampleFarthestDepth(FfxFloat32x2 fUV)
{
return r_farthest_depth.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH)
RWTexture2D<FfxFloat32> rw_farthest_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH);
void StoreFarthestDepth(FfxUInt32x2 iPxPos, FfxFloat32 fDepth)
{
rw_farthest_depth[iPxPos] = fDepth;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1)
Texture2D<FfxFloat32> r_farthest_depth_mip1 : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_FARTHEST_DEPTH_MIP1);
FfxInt32x2 GetFarthestDepthMip1ResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
r_farthest_depth_mip1.GetDimensions(uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 LoadFarthestDepthMip1(FfxUInt32x2 iPxPos)
{
return r_farthest_depth_mip1[iPxPos];
}
FfxFloat32 SampleFarthestDepthMip1(FfxFloat32x2 fUV)
{
return r_farthest_depth_mip1.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1)
RWTexture2D<FfxFloat32> rw_farthest_depth_mip1 : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_FARTHEST_DEPTH_MIP1);
void StoreFarthestDepthMip1(FfxUInt32x2 iPxPos, FfxFloat32 fDepth)
{
rw_farthest_depth_mip1[iPxPos] = fDepth;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_CURRENT_LUMA)
Texture2D<FfxFloat32> r_current_luma : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_CURRENT_LUMA);
FfxFloat32 LoadCurrentLuma(FfxUInt32x2 iPxPos)
{
return r_current_luma[iPxPos];
}
FfxFloat32 SampleCurrentLuma(FfxFloat32x2 uv)
{
return r_current_luma.SampleLevel(s_LinearClamp, uv, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_CURRENT_LUMA)
RWTexture2D<FfxFloat32> rw_current_luma : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_CURRENT_LUMA);
void StoreCurrentLuma(FfxUInt32x2 iPxPos, FfxFloat32 fLuma)
{
rw_current_luma[iPxPos] = fLuma;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY)
Texture2D<FfxFloat32> r_luma_instability : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LUMA_INSTABILITY);
FfxFloat32 SampleLumaInstability(FfxFloat32x2 uv)
{
return r_luma_instability.SampleLevel(s_LinearClamp, uv, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY)
RWTexture2D<FfxFloat32> rw_luma_instability : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_LUMA_INSTABILITY);
void StoreLumaInstability(FfxUInt32x2 iPxPos, FfxFloat32 fLumaInstability)
{
rw_luma_instability[iPxPos] = fLumaInstability;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA)
Texture2D<FfxFloat32> r_previous_luma : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREVIOUS_LUMA);
FfxFloat32 LoadPreviousLuma(FfxUInt32x2 iPxPos)
{
return r_previous_luma[iPxPos];
}
FfxFloat32 SamplePreviousLuma(FfxFloat32x2 uv)
{
return r_previous_luma.SampleLevel(s_LinearClamp, uv, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_NEW_LOCKS)
Texture2D<unorm FfxFloat32> r_new_locks : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_NEW_LOCKS);
FfxFloat32 LoadNewLocks(FfxUInt32x2 iPxPos)
{
return r_new_locks[iPxPos];
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_NEW_LOCKS)
RWTexture2D<unorm FfxFloat32> rw_new_locks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_NEW_LOCKS);
FfxFloat32 LoadRwNewLocks(FfxUInt32x2 iPxPos)
{
return rw_new_locks[iPxPos];
}
void StoreNewLocks(FfxUInt32x2 iPxPos, FfxFloat32 newLock)
{
rw_new_locks[iPxPos] = newLock;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
FfxFloat32 LoadReconstructedPrevDepth(FfxUInt32x2 iPxPos)
{
return asfloat(r_reconstructed_previous_nearest_depth[iPxPos]);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH)
RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
void StoreReconstructedDepth(FfxUInt32x2 iPxSample, FfxFloat32 fDepth)
{
FfxUInt32 uDepth = asuint(fDepth);
#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
InterlockedMax(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth);
#else
InterlockedMin(rw_reconstructed_previous_nearest_depth[iPxSample], uDepth); // min for standard, max for inverted depth
#endif
}
void SetReconstructedDepth(FfxUInt32x2 iPxSample, const FfxUInt32 uValue)
{
rw_reconstructed_previous_nearest_depth[iPxSample] = uValue;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH)
RWTexture2D<FfxFloat32> rw_dilated_depth : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_DEPTH);
void StoreDilatedDepth(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
{
rw_dilated_depth[iPxPos] = fDepth;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS)
RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_MOTION_VECTORS);
void StoreDilatedMotionVector(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 fMotionVector)
{
rw_dilated_motion_vectors[iPxPos] = fMotionVector;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS)
Texture2D<FfxFloat32x2> r_dilated_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_MOTION_VECTORS);
FfxFloat32x2 LoadDilatedMotionVector(FfxUInt32x2 iPxInput)
{
return r_dilated_motion_vectors[iPxInput];
}
FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
{
return r_dilated_motion_vectors.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH)
Texture2D<FfxFloat32> r_dilated_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_DEPTH);
FfxFloat32 LoadDilatedDepth(FfxUInt32x2 iPxInput)
{
return r_dilated_depth[iPxInput];
}
FfxFloat32 SampleDilatedDepth(FfxFloat32x2 fUV)
{
return r_dilated_depth.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE)
Texture2D<FfxFloat32x2> r_input_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_EXPOSURE);
FfxFloat32 Exposure()
{
FfxFloat32 exposure = r_input_exposure[FfxUInt32x2(0, 0)].x;
if (exposure == 0.0f) {
exposure = 1.0f;
}
return exposure;
}
#endif
// BEGIN: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT)
Texture2D<FfxFloat32> r_lanczos_lut : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT);
#endif
FfxFloat32 SampleLanczos2Weight(FfxFloat32 x)
{
#if defined(FSR3UPSCALER_BIND_SRV_LANCZOS_LUT)
return r_lanczos_lut.SampleLevel(s_LinearClamp, FfxFloat32x2(x / 2, 0.5f), 0);
#else
return 0.f;
#endif
}
// END: FSR3UPSCALER_BIND_SRV_LANCZOS_LUT
#if defined(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS)
Texture2D<unorm FfxFloat32x4> r_dilated_reactive_masks : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_DILATED_REACTIVE_MASKS);
FfxFloat32x4 SampleDilatedReactiveMasks(FfxFloat32x2 fUV)
{
return r_dilated_reactive_masks.SampleLevel(s_LinearClamp, fUV, 0);
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS)
RWTexture2D<unorm FfxFloat32x4> rw_dilated_reactive_masks : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_DILATED_REACTIVE_MASKS);
void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x4 fDilatedReactiveMasks)
{
rw_dilated_reactive_masks[iPxPos] = fDilatedReactiveMasks;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY)
Texture2D<FfxFloat32x4> r_input_opaque_only : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY);
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return r_input_opaque_only[iPxPos].xyz;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR)
Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return r_input_prev_color_pre_alpha[iPxPos];
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR)
Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
return r_input_prev_color_post_alpha[iPxPos];
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE) && \
defined(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION)
RWTexture2D<float> rw_output_autoreactive : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOREACTIVE);
RWTexture2D<float> rw_output_autocomposition : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION);
void StoreAutoReactive(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F2 fReactive)
{
rw_output_autoreactive[iPxPos] = fReactive.x;
rw_output_autocomposition[iPxPos] = fReactive.y;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR)
RWTexture2D<float3> rw_output_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREV_PRE_ALPHA_COLOR);
void StorePrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
rw_output_prev_color_pre_alpha[iPxPos] = color;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR)
RWTexture2D<float3> rw_output_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_PREV_POST_ALPHA_COLOR);
void StorePrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FFX_MIN16_F3 color)
{
rw_output_prev_color_post_alpha[iPxPos] = color;
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_FRAME_INFO)
RWTexture2D<FfxFloat32x4> rw_frame_info : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_FRAME_INFO);
FfxFloat32x4 LoadFrameInfo()
{
return rw_frame_info[FfxInt32x2(0, 0)];
}
void StoreFrameInfo(FfxFloat32x4 fInfo)
{
rw_frame_info[FfxInt32x2(0, 0)] = fInfo;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_FRAME_INFO)
Texture2D<FfxFloat32x4> r_frame_info : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_FRAME_INFO);
FfxFloat32x4 FrameInfo()
{
return r_frame_info[FfxInt32x2(0, 0)];
}
#endif
#if defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4) && \
defined(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5)
RWTexture2D<FfxFloat32x2> rw_spd_mip0 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_0);
RWTexture2D<FfxFloat32x2> rw_spd_mip1 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_1);
RWTexture2D<FfxFloat32x2> rw_spd_mip2 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_2);
RWTexture2D<FfxFloat32x2> rw_spd_mip3 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_3);
RWTexture2D<FfxFloat32x2> rw_spd_mip4 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_4);
globallycoherent RWTexture2D<FfxFloat32x2> rw_spd_mip5 : FFX_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_MIPS_LEVEL_5);
FfxFloat32x2 RWLoadPyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxUInt32 index)
{
#define LOAD(idx) \
if (index == idx) \
{ \
return rw_spd_mip##idx[iPxPos]; \
}
LOAD(0);
LOAD(1);
LOAD(2);
LOAD(3);
LOAD(4);
LOAD(5);
return 0;
#undef LOAD
}
void StorePyramid(FFX_PARAMETER_IN FfxInt32x2 iPxPos, FFX_PARAMETER_IN FfxFloat32x2 outValue, FFX_PARAMETER_IN FfxUInt32 index)
{
#define STORE(idx) \
if (index == idx) \
{ \
rw_spd_mip##idx[iPxPos] = outValue; \
}
STORE(0);
STORE(1);
STORE(2);
STORE(3);
STORE(4);
STORE(5);
#undef STORE
}
#endif
#if defined FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC
globallycoherent RWTexture2D<FfxUInt32> rw_spd_global_atomic : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_SPD_GLOBAL_ATOMIC);
void SPD_IncreaseAtomicCounter(inout FfxUInt32 spdCounter)
{
InterlockedAdd(rw_spd_global_atomic[FfxInt32x2(0, 0)], 1, spdCounter);
}
void SPD_ResetAtomicCounter()
{
rw_spd_global_atomic[FfxInt32x2(0, 0)] = 0;
}
#endif
#endif // #if defined(FFX_GPU)

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@@ -0,0 +1,403 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_FSR3UPSCALER_COMMON_H)
#define FFX_FSR3UPSCALER_COMMON_H
#if defined(FFX_GPU)
#pragma warning(error : 3206) // treat vector truncation warnings as errors
#pragma warning(disable : 3205) // conversion from larger type to smaller
#pragma warning(disable : 3571) // in ffxPow(f, e), f could be negative
FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP16_MIN = 6.10e-05f;
FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP16_MAX = 65504.0f;
FFX_STATIC const FfxFloat32 FSR3UPSCALER_EPSILON = FSR3UPSCALER_FP16_MIN;
FFX_STATIC const FfxFloat32 FSR3UPSCALER_TONEMAP_EPSILON = FSR3UPSCALER_FP16_MIN;
FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP32_MAX = 3.402823466e+38f;
FFX_STATIC const FfxFloat32 FSR3UPSCALER_FP32_MIN = 1.175494351e-38f;
// Reconstructed depth usage
FFX_STATIC const FfxFloat32 fReconstructedDepthBilinearWeightThreshold = FSR3UPSCALER_EPSILON * 10;
FfxFloat32 ReconstructedDepthMvPxThreshold(FfxFloat32 fNearestDepthInMeters)
{
return ffxLerp(0.25f, 0.75f, ffxSaturate(fNearestDepthInMeters / 100.0f));
}
// Accumulation
FFX_STATIC const FfxFloat32 fUpsampleLanczosWeightScale = 1.0f / 16.0f;
FFX_STATIC const FfxFloat32 fAverageLanczosWeightPerFrame = 0.74f * fUpsampleLanczosWeightScale; // Average lanczos weight for jitter accumulated samples
FFX_STATIC const FfxFloat32 fAccumulationMaxOnMotion = 3.0f * fUpsampleLanczosWeightScale;
#define SHADING_CHANGE_SET_SIZE 5
FFX_STATIC const FfxInt32 iShadingChangeMipStart = 0;
FFX_STATIC const FfxFloat32 fShadingChangeSamplePow = 1.0f / 1.0f;
FFX_STATIC const FfxFloat32 fLockThreshold = 1.0f;
FFX_STATIC const FfxFloat32 fLockMax = 2.0f;
FFX_STATIC const FfxInt32 REACTIVE = 0;
FFX_STATIC const FfxInt32 DISOCCLUSION = 1;
FFX_STATIC const FfxInt32 SHADING_CHANGE = 2;
FFX_STATIC const FfxInt32 ACCUMULAION = 3;
FFX_STATIC const FfxInt32 FRAME_INFO_EXPOSURE = 0;
FFX_STATIC const FfxInt32 FRAME_INFO_LOG_LUMA = 1;
FFX_STATIC const FfxInt32 FRAME_INFO_SCENE_AVERAGE_LUMA = 2;
FfxBoolean TonemapFirstFrame()
{
const FfxBoolean bEnabled = true;
return FrameIndex() == 0 && bEnabled;
}
FfxFloat32 AverageLanczosWeightPerFrame()
{
return 0.74f;
}
FfxInt32x2 ShadingChangeRenderSize()
{
return FfxInt32x2(RenderSize() * 0.5f);
}
FfxInt32x2 ShadingChangeMaxRenderSize()
{
return FfxInt32x2(MaxRenderSize() * 0.5f);
}
FfxInt32x2 PreviousFrameShadingChangeRenderSize()
{
return FfxInt32x2(PreviousFrameRenderSize() * 0.5f);
}
#if defined(FSR3UPSCALER_BIND_SRV_FRAME_INFO)
FfxFloat32 SceneAverageLuma()
{
return FrameInfo()[FRAME_INFO_SCENE_AVERAGE_LUMA];
}
#endif
// Auto exposure
FFX_STATIC const FfxFloat32 resetAutoExposureAverageSmoothing = 1e8f;
struct AccumulationPassCommonParams
{
FfxInt32x2 iPxHrPos;
FfxFloat32x2 fHrUv;
FfxFloat32x2 fLrUvJittered;
FfxFloat32x2 fLrUv_HwSampler;
FfxFloat32x2 fMotionVector;
FfxFloat32x2 fReprojectedHrUv;
FfxFloat32 f4KVelocity;
FfxFloat32 fDisocclusion;
FfxFloat32 fReactiveMask;
FfxFloat32 fShadingChange;
FfxFloat32 fAccumulation;
FfxFloat32 fLumaInstabilityFactor;
FfxFloat32 fFarthestDepthInMeters;
FfxBoolean bIsExistingSample;
FfxBoolean bIsNewSample;
};
FfxFloat32 Get4KVelocity(FfxFloat32x2 fMotionVector)
{
return length(fMotionVector * FfxFloat32x2(3840.0f, 2160.0f));
}
struct RectificationBox
{
FfxFloat32x3 boxCenter;
FfxFloat32x3 boxVec;
FfxFloat32x3 aabbMin;
FfxFloat32x3 aabbMax;
FfxFloat32 fBoxCenterWeight;
};
struct AccumulationPassData
{
RectificationBox clippingBox;
FfxFloat32x3 fUpsampledColor;
FfxFloat32 fUpsampledWeight;
FfxFloat32x3 fHistoryColor;
FfxFloat32 fHistoryWeight;
FfxFloat32 fLock;
FfxFloat32 fLockContributionThisFrame;
};
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;
}
}
void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBox rectificationBox)
{
rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FfxFloat32(FSR3UPSCALER_FP32_MIN) ? 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;
}
FfxFloat32x3 SafeRcp3(FfxFloat32x3 v)
{
return (all(FFX_NOT_EQUAL(v, FfxFloat32x3(0, 0, 0)))) ? (FfxFloat32x3(1, 1, 1) / v) : FfxFloat32x3(0, 0, 0);
}
FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1, const FfxFloat32 fOnZeroReturnValue)
{
const FfxFloat32 m = ffxMax(v0, v1);
return m != 0 ? ffxMin(v0, v1) / m : fOnZeroReturnValue;
}
FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1)
{
const FfxFloat32 m = ffxMax(v0, v1);
return m != 0 ? ffxMin(v0, v1) / m : 0;
}
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;
}
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;
}
FfxFloat32 RGBToLuma(FfxFloat32x3 fLinearRgb)
{
return dot(fLinearRgb, FfxFloat32x3(0.2126f, 0.7152f, 0.0722f));
}
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;
}
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(FSR3UPSCALER_TONEMAP_EPSILON, 1.f - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx;
}
FfxBoolean IsUvInside(FfxFloat32x2 fUv)
{
return (fUv.x >= 0.0f && fUv.x <= 1.0f) && (fUv.y >= 0.0f && fUv.y <= 1.0f);
}
FfxInt32x2 ClampLoad(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize)
{
FfxInt32x2 result = iPxSample + iPxOffset;
result.x = ffxMax(0, ffxMin(result.x, iTextureSize.x - 1));
result.y = ffxMax(0, ffxMin(result.y, iTextureSize.y - 1));
return result;
}
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)));
}
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 1.0f / Lmax;
}
FfxInt32x2 ComputeHrPosFromLrPos(FfxInt32x2 iPxLrPos)
{
FfxFloat32x2 fSrcJitteredPos = FfxFloat32x2(iPxLrPos) + 0.5f - Jitter();
FfxFloat32x2 fLrPosInHr = (fSrcJitteredPos / RenderSize()) * UpscaleSize();
FfxInt32x2 iPxHrPos = FfxInt32x2(floor(fLrPosInHr));
return iPxHrPos;
}
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_fsr3upscaler.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_FSR3UPSCALER_OPTION_INVERTED_DEPTH
return GetViewSpaceDepth(0.0f) * ViewSpaceToMetersFactor();
#else
return GetViewSpaceDepth(1.0f) * ViewSpaceToMetersFactor();
#endif
}
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_FSR3UPSCALER_COMMON_H)

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
struct FfxDebugViewport
{
FfxInt32x2 offset;
FfxInt32x2 size;
};
// Macro to cull and draw debug viewport
#define DRAW_VIEWPORT(function, pos, vp) \
{ \
if (pointIsInsideViewport(pos, vp)) \
{ \
function(pos, vp); \
} \
}
FfxFloat32x2 getTransformedUv(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = (FfxFloat32x2(iPxPos - vp.offset) + 0.5f) / vp.size;
return fUv;
}
FfxFloat32x3 getMotionVectorColor(FfxFloat32x2 fMotionVector)
{
return FfxFloat32x3(0.5f + fMotionVector * RenderSize() * 0.5f, 0.5f);
}
FfxFloat32x4 getUnusedIndicationColor(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxInt32x2 basePos = iPxPos - vp.offset;
FfxFloat32 ar = FfxFloat32(vp.size.x) / FfxFloat32(vp.size.y);
return FfxFloat32x4(basePos.x == FfxInt32(basePos.y * ar), 0, 0, 1);
}
void drawDilatedMotionVectors(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize());
FfxFloat32x2 fMotionVector = SampleDilatedMotionVector(fUv_HW);
StoreUpscaledOutput(iPxPos, getMotionVectorColor(fMotionVector));
}
void drawDisocclusionMask(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize());
FfxFloat32 fDisocclusionFactor = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[DISOCCLUSION]);
StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fDisocclusionFactor, 0));
}
void drawDetailProtectionTakedown(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize());
FfxFloat32 fProtectionTakedown = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[REACTIVE]);
StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fProtectionTakedown, 0));
}
void drawReactiveness(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize());
FfxFloat32 fShadingChange = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[SHADING_CHANGE]);
StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fShadingChange, 0));
}
void drawProtectedAreas(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32 fProtection = ffxSaturate(SampleHistory(fUv).w - fLockThreshold);
StoreUpscaledOutput(iPxPos, FfxFloat32x3(fProtection, 0, 0));
}
void drawDilatedDepthInMeters(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp);
FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize());
const FfxFloat32 fDilatedDepth = SampleDilatedDepth(fUv_HW);
const FfxFloat32 fDepthInMeters = GetViewSpaceDepthInMeters(fDilatedDepth);
StoreUpscaledOutput(iPxPos, FfxFloat32x3(ffxSaturate(fDepthInMeters / 25.0f), 0, 0));
}
FfxBoolean pointIsInsideViewport(FfxInt32x2 iPxPos, FfxDebugViewport vp)
{
FfxInt32x2 extent = vp.offset + vp.size;
return (iPxPos.x >= vp.offset.x && iPxPos.x < extent.x) && (iPxPos.y >= vp.offset.y && iPxPos.y < extent.y);
}
void DebugView(FfxInt32x2 iPxPos)
{
#define VIEWPORT_GRID_SIZE_X 3
#define VIEWPORT_GRID_SIZE_Y 3
FfxFloat32x2 fViewportScale = FfxFloat32x2(1.0f / VIEWPORT_GRID_SIZE_X, 1.0f / VIEWPORT_GRID_SIZE_Y);
FfxInt32x2 iViewportSize = FfxInt32x2(UpscaleSize() * fViewportScale);
// compute grid [y][x] for easier placement of viewports
FfxDebugViewport vp[VIEWPORT_GRID_SIZE_Y][VIEWPORT_GRID_SIZE_X];
for (FfxInt32 y = 0; y < VIEWPORT_GRID_SIZE_Y; y++)
{
for (FfxInt32 x = 0; x < VIEWPORT_GRID_SIZE_X; x++)
{
vp[y][x].offset = iViewportSize * FfxInt32x2(x, y);
vp[y][x].size = iViewportSize;
}
}
// top row
DRAW_VIEWPORT(drawDilatedMotionVectors, iPxPos, vp[0][0]);
DRAW_VIEWPORT(drawProtectedAreas, iPxPos, vp[0][1]);
DRAW_VIEWPORT(drawDilatedDepthInMeters, iPxPos, vp[0][2]);
// bottom row
DRAW_VIEWPORT(drawDisocclusionMask, iPxPos, vp[2][0]);
DRAW_VIEWPORT(drawReactiveness, iPxPos, vp[2][1]);
DRAW_VIEWPORT(drawDetailProtectionTakedown, iPxPos, vp[2][2]);
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
struct LumaInstabilityFactorData
{
FfxFloat32x4 fLumaHistory;
FfxFloat32 fLumaInstabilityFactor;
};
LumaInstabilityFactorData ComputeLumaInstabilityFactor(LumaInstabilityFactorData data, FfxFloat32 fCurrentFrameLuma, FfxFloat32 fFarthestDepthInMeters)
{
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 fLumaInstability = 0.0f;
const FfxFloat32 fDiffs0 = (fCurrentFrameLuma - data.fLumaHistory[N_MINUS_1]);
const FfxFloat32 fSimilarity0 = MinDividedByMax(fCurrentFrameLuma, data.fLumaHistory[N_MINUS_1], 1.0f);
FfxFloat32 fMaxSimilarity = fSimilarity0;
if (fSimilarity0 < 1.0f) {
for (int i = N_MINUS_2; i <= N_MINUS_4; i++) {
const FfxFloat32 fDiffs1 = (fCurrentFrameLuma - data.fLumaHistory[i]);
const FfxFloat32 fSimilarity1 = MinDividedByMax(fCurrentFrameLuma, data.fLumaHistory[i]);
if (sign(fDiffs0) == sign(fDiffs1)) {
fMaxSimilarity = ffxMax(fMaxSimilarity, fSimilarity1);
}
}
fLumaInstability = FfxFloat32(fMaxSimilarity > fSimilarity0);
}
// Shift history
data.fLumaHistory[N_MINUS_4] = data.fLumaHistory[N_MINUS_3];
data.fLumaHistory[N_MINUS_3] = data.fLumaHistory[N_MINUS_2];
data.fLumaHistory[N_MINUS_2] = data.fLumaHistory[N_MINUS_1];
data.fLumaHistory[N_MINUS_1] = fCurrentFrameLuma;
data.fLumaHistory /= Exposure();
data.fLumaInstabilityFactor = fLumaInstability * FfxFloat32(data.fLumaHistory[N_MINUS_4] != 0);
return data;
}
void LumaInstability(FfxInt32x2 iPxPos)
{
LumaInstabilityFactorData data;
data.fLumaInstabilityFactor = 0.0f;
data.fLumaHistory = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
const FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(iPxPos);
const FfxFloat32x2 fUv = (iPxPos + 0.5f) / RenderSize();
const FfxFloat32x2 fUvCurrFrameJittered = fUv + Jitter() / RenderSize();
const FfxFloat32x2 fUvPrevFrameJittered = fUv + PreviousFrameJitter() / PreviousFrameRenderSize();
const FfxFloat32x2 fReprojectedUv = fUvPrevFrameJittered + fDilatedMotionVector;
if (IsUvInside(fReprojectedUv))
{
const FfxFloat32x2 fUvReactive_HW = ClampUv(fUvCurrFrameJittered, RenderSize(), MaxRenderSize());
const FfxFloat32x4 fDilatedReactiveMasks = SampleDilatedReactiveMasks(fUvReactive_HW);
const FfxFloat32 fReactiveMask = ffxSaturate(fDilatedReactiveMasks[REACTIVE]);
const FfxFloat32 fDisocclusion = ffxSaturate(fDilatedReactiveMasks[DISOCCLUSION]);
const FfxFloat32 fShadingChange = ffxSaturate(fDilatedReactiveMasks[SHADING_CHANGE]);
const FfxFloat32 fAccumulation = ffxSaturate(fDilatedReactiveMasks[ACCUMULAION]);
const FfxBoolean bAccumulationFactor = fAccumulation > 0.9f;
const FfxBoolean bComputeInstability = bAccumulationFactor;
if (bComputeInstability) {
const FfxFloat32x2 fUv_HW = ClampUv(fUvCurrFrameJittered, RenderSize(), MaxRenderSize());
const FfxFloat32 fCurrentFrameLuma = SampleCurrentLuma(fUv_HW) * Exposure();
const FfxFloat32x2 fReprojectedUv_HW = ClampUv(fReprojectedUv, PreviousFrameRenderSize(), MaxRenderSize());
data.fLumaHistory = SampleLumaHistory(fReprojectedUv_HW) * DeltaPreExposure() * Exposure();
const FfxFloat32x2 fFarthestDepthUv_HW = ClampUv(fUvCurrFrameJittered, RenderSize() / 2, GetFarthestDepthMip1ResourceDimensions());
const FfxFloat32 fFarthestDepthInMeters = SampleFarthestDepthMip1(fFarthestDepthUv_HW);
data = ComputeLumaInstabilityFactor(data, fCurrentFrameLuma, fFarthestDepthInMeters);
const FfxFloat32 fVelocityWeight = 1.0f - ffxSaturate(Get4KVelocity(fDilatedMotionVector) / 20.0f);
data.fLumaInstabilityFactor *= fVelocityWeight * (1.0f - fDisocclusion) * (1.0f - fReactiveMask) * (1.0f - fShadingChange);
}
}
StoreLumaHistory(iPxPos, data.fLumaHistory);
StoreLumaInstability(iPxPos, data.fLumaInstabilityFactor);
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
FFX_GROUPSHARED FfxUInt32 spdCounter;
void SpdIncreaseAtomicCounter(FfxUInt32 slice)
{
SPD_IncreaseAtomicCounter(spdCounter);
}
FfxUInt32 SpdGetAtomicCounter()
{
return spdCounter;
}
void SpdResetAtomicCounter(FfxUInt32 slice)
{
SPD_ResetAtomicCounter();
}
#ifndef SPD_PACKED_ONLY
FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16];
FFX_STATIC const FfxInt32 LOG_LUMA = 0;
FFX_STATIC const FfxInt32 LUMA = 1;
FFX_STATIC const FfxInt32 DEPTH_IN_METERS = 2;
FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 iPxPos, FfxUInt32 slice)
{
//We assume linear data. if non-linear input (sRGB, ...),
//then we should convert to linear first and back to sRGB on output.
const FfxInt32x2 iPxSamplePos = ClampLoad(FfxInt32x2(iPxPos), FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
const FfxFloat32 fLuma = LoadCurrentLuma(iPxSamplePos);
const FfxFloat32 fLogLuma = ffxMax(FSR3UPSCALER_EPSILON, log(fLuma));
const FfxFloat32 fFarthestDepthInMeters = LoadFarthestDepth(iPxSamplePos);
FfxFloat32x4 fOutput = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
fOutput[LOG_LUMA] = fLogLuma;
fOutput[LUMA] = fLuma;
fOutput[DEPTH_IN_METERS] = fFarthestDepthInMeters;
return fOutput;
}
FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice)
{
return FfxFloat32x4(RWLoadPyramid(tex, 5), 0, 0);
}
FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
{
return (v0 + v1 + v2 + v3) * 0.25f;
}
void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice)
{
if (index == 5)
{
StorePyramid(pix, outValue.xy, index);
}
else if (index == 0) {
StoreFarthestDepthMip1(pix, outValue[DEPTH_IN_METERS]);
}
if (index == MipCount() - 1) { //accumulate on 1x1 level
if (all(FFX_EQUAL(pix, FfxInt32x2(0, 0))))
{
FfxFloat32x4 frameInfo = LoadFrameInfo();
const FfxFloat32 fSceneAvgLuma = outValue[LUMA];
const FfxFloat32 fPrevLogLuma = frameInfo[FRAME_INFO_LOG_LUMA];
FfxFloat32 fLogLuma = outValue[LOG_LUMA];
if (fPrevLogLuma < resetAutoExposureAverageSmoothing) // Compare Lavg, so small or negative values
{
fLogLuma = fPrevLogLuma + (fLogLuma - fPrevLogLuma) * (1.0f - exp(-DeltaTime()));
fLogLuma = ffxMax(0.0f, fLogLuma);
}
frameInfo[FRAME_INFO_EXPOSURE] = ComputeAutoExposureFromLavg(fLogLuma);
frameInfo[FRAME_INFO_LOG_LUMA] = fLogLuma;
frameInfo[FRAME_INFO_SCENE_AVERAGE_LUMA] = fSceneAvgLuma;
StoreFrameInfo(frameInfo);
}
}
}
FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat32x4(
spdIntermediateR[x][y],
spdIntermediateG[x][y],
spdIntermediateB[x][y],
spdIntermediateA[x][y]);
}
void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
{
spdIntermediateR[x][y] = value.x;
spdIntermediateG[x][y] = value.y;
spdIntermediateB[x][y] = value.z;
spdIntermediateA[x][y] = value.w;
}
#endif
// define fetch and store functions Packed
#if FFX_HALF
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16];
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16];
FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice)
{
}
FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat16x4(
spdIntermediateRG[x][y].x,
spdIntermediateRG[x][y].y,
spdIntermediateBA[x][y].x,
spdIntermediateBA[x][y].y);
}
void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value)
{
spdIntermediateRG[x][y] = value.xy;
spdIntermediateBA[x][y] = value.zw;
}
FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3)
{
return (v0 + v1 + v2 + v3) * FfxFloat16(0.25);
}
#endif
#include "spd/ffx_spd.h"
void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{
#if FFX_HALF
SpdDownsampleH(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#else
SpdDownsample(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#endif
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
void ReconstructPrevDepth(FfxInt32x2 iPxPos, FfxFloat32 fDepth, FfxFloat32x2 fMotionVector)
{
const FfxFloat32 fNearestDepthInMeters = ffxMin(GetViewSpaceDepthInMeters(fDepth), FSR3UPSCALER_FP16_MAX);
const FfxFloat32 fReconstructedDeptMvThreshold = ReconstructedDepthMvPxThreshold(fNearestDepthInMeters);
// Discard small mvs
fMotionVector *= FfxFloat32(Get4KVelocity(fMotionVector) > fReconstructedDeptMvThreshold);
const FfxFloat32x2 fUv = (iPxPos + FfxFloat32(0.5)) / RenderSize();
const FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
const BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize());
// Project current depth into previous frame locations.
// Push to all pixels having some contribution if reprojection is using bilinear logic.
for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4; iSampleIndex++) {
const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
const FfxInt32x2 iStorePos = bilinearInfo.iBasePos + iOffset;
if (IsOnScreen(iStorePos, RenderSize())) {
StoreReconstructedDepth(iStorePos, fDepth);
}
}
}
}
struct DepthExtents
{
FfxFloat32 fNearest;
FfxInt32x2 fNearestCoord;
FfxFloat32 fFarthest;
};
DepthExtents FindDepthExtents(FFX_PARAMETER_IN FfxInt32x2 iPxPos)
{
DepthExtents extents;
const FfxInt32 iSampleCount = 9;
const FfxInt32x2 iSampleOffsets[iSampleCount] = {
FfxInt32x2(+0, +0),
FfxInt32x2(+1, +0),
FfxInt32x2(+0, +1),
FfxInt32x2(+0, -1),
FfxInt32x2(-1, +0),
FfxInt32x2(-1, +1),
FfxInt32x2(+1, +1),
FfxInt32x2(-1, -1),
FfxInt32x2(+1, -1),
};
// pull out the depth loads to allow SC to batch them
FfxFloat32 depth[9];
FfxInt32 iSampleIndex = 0;
FFX_UNROLL
for (iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) {
FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
depth[iSampleIndex] = LoadInputDepth(iPos);
}
// find closest depth
extents.fNearestCoord = iPxPos;
extents.fNearest = depth[0];
extents.fFarthest = depth[0];
FFX_UNROLL
for (iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex) {
const FfxInt32x2 iPos = iPxPos + iSampleOffsets[iSampleIndex];
if (IsOnScreen(iPos, RenderSize())) {
FfxFloat32 fNdDepth = depth[iSampleIndex];
#if FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
if (fNdDepth > extents.fNearest) {
extents.fFarthest = ffxMin(extents.fFarthest, fNdDepth);
#else
if (fNdDepth < extents.fNearest) {
extents.fFarthest = ffxMax(extents.fFarthest, fNdDepth);
#endif
extents.fNearestCoord = iPos;
extents.fNearest = fNdDepth;
}
}
}
return extents;
}
FfxFloat32x2 DilateMotionVector(FfxInt32x2 iPxPos, const DepthExtents depthExtents)
{
#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
const FfxInt32x2 iSamplePos = iPxPos;
const FfxInt32x2 iMotionVectorPos = depthExtents.fNearestCoord;
#else
const FfxInt32x2 iSamplePos = ComputeHrPosFromLrPos(iPxPos);
const FfxInt32x2 iMotionVectorPos = ComputeHrPosFromLrPos(depthExtents.fNearestCoord);
#endif
const FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iMotionVectorPos);
return fDilatedMotionVector;
}
FfxFloat32 GetCurrentFrameLuma(FfxInt32x2 iPxPos)
{
//We assume linear data. if non-linear input (sRGB, ...),
//then we should convert to linear first and back to sRGB on output.
const FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iPxPos));
const FfxFloat32 fLuma = RGBToLuma(fRgb);
return fLuma;
}
void PrepareInputs(FfxInt32x2 iPxPos)
{
const DepthExtents depthExtents = FindDepthExtents(iPxPos);
const FfxFloat32x2 fDilatedMotionVector = DilateMotionVector(iPxPos, depthExtents);
ReconstructPrevDepth(iPxPos, depthExtents.fNearest, fDilatedMotionVector);
StoreDilatedMotionVector(iPxPos, fDilatedMotionVector);
StoreDilatedDepth(iPxPos, depthExtents.fNearest);
const FfxFloat32 fFarthestDepthInMeters = ffxMin(GetViewSpaceDepthInMeters(depthExtents.fFarthest), FSR3UPSCALER_FP16_MAX);
StoreFarthestDepth(iPxPos, fFarthestDepthInMeters);
const FfxFloat32 fLuma = GetCurrentFrameLuma(iPxPos);
StoreCurrentLuma(iPxPos, fLuma);
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
FfxFloat32 ComputeDisocclusions(FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector, FfxFloat32 fCurrentDepthViewSpace)
{
const FfxFloat32 fNearestDepthInMeters = ffxMin(fCurrentDepthViewSpace * ViewSpaceToMetersFactor(), FSR3UPSCALER_FP16_MAX);
const FfxFloat32 fReconstructedDeptMvThreshold = ReconstructedDepthMvPxThreshold(fNearestDepthInMeters);
fMotionVector *= FfxFloat32(Get4KVelocity(fMotionVector) > fReconstructedDeptMvThreshold);
const FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
const BilinearSamplingData bilinearInfo = GetBilinearSamplingData(fReprojectedUv, RenderSize());
FfxFloat32 fDisocclusion = 0.0f;
FfxFloat32 fWeightSum = 0.0f;
FfxBoolean bPotentialDisocclusion = true;
for (FfxInt32 iSampleIndex = 0; iSampleIndex < 4 && bPotentialDisocclusion; iSampleIndex++)
{
const FfxInt32x2 iOffset = bilinearInfo.iOffsets[iSampleIndex];
const FfxInt32x2 iSamplePos = ClampLoad(bilinearInfo.iBasePos, iOffset, FfxInt32x2(RenderSize()));
if (IsOnScreen(iSamplePos, RenderSize())) {
const FfxFloat32 fWeight = bilinearInfo.fWeights[iSampleIndex];
if (fWeight > fReconstructedDepthBilinearWeightThreshold) {
const FfxFloat32 fPrevNearestDepthViewSpace = GetViewSpaceDepth(LoadReconstructedPrevDepth(iSamplePos));
const FfxFloat32 fDepthDifference = fCurrentDepthViewSpace - fPrevNearestDepthViewSpace;
bPotentialDisocclusion = bPotentialDisocclusion && (fDepthDifference > FSR3UPSCALER_FP32_MIN);
if (bPotentialDisocclusion) {
const FfxFloat32 fHalfViewportWidth = length(FfxFloat32x2(RenderSize()) * 0.5f);
const FfxFloat32 fDepthThreshold = ffxMax(fCurrentDepthViewSpace, fPrevNearestDepthViewSpace);
const FfxFloat32 Ksep = 1.37e-05f;
const FfxFloat32 fRequiredDepthSeparation = Ksep * fHalfViewportWidth * fDepthThreshold;
fDisocclusion += ffxSaturate(FfxFloat32(fRequiredDepthSeparation / fDepthDifference)) * fWeight;
fWeightSum += fWeight;
}
}
}
}
fDisocclusion = (bPotentialDisocclusion && fWeightSum > 0) ? ffxSaturate(1.0f - fDisocclusion / fWeightSum) : 0.0f;
return fDisocclusion;
}
FfxFloat32 ComputeMotionDivergence(FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector, FfxFloat32 fCurrentDepthSample)
{
const FfxInt32x2 iPxReprojectedPos = FfxInt32x2((fUv + fMotionVector) * RenderSize());
const FfxFloat32 fReprojectedDepth = LoadDilatedDepth(iPxReprojectedPos);
const FfxFloat32x2 fReprojectedMotionVector = LoadDilatedMotionVector(iPxReprojectedPos);
const FfxFloat32 fReprojectedVelocity = Get4KVelocity(fReprojectedMotionVector);
const FfxFloat32 f4KVelocity = Get4KVelocity(fMotionVector);
const FfxFloat32 fMaxLen = max(length(fMotionVector), length(fReprojectedMotionVector));
const FfxFloat32 fNucleusDepthInMeters = GetViewSpaceDepthInMeters(fReprojectedDepth);
const FfxFloat32 fCurrentDepthInMeters = GetViewSpaceDepthInMeters(fCurrentDepthSample);
const FfxFloat32 fDistanceFactor = MinDividedByMax(fNucleusDepthInMeters, fCurrentDepthInMeters);
const FfxFloat32 fVelocityFactor = ffxSaturate(f4KVelocity / 10.0f);
const FfxFloat32 fMotionVectorFieldConfidence = (1.0f - ffxSaturate(fReprojectedVelocity / f4KVelocity)) * fDistanceFactor * fVelocityFactor;
return fMotionVectorFieldConfidence;
}
FfxFloat32 DilateReactiveMasks(FfxInt32x2 iPxPos, FfxFloat32x2 fUv)
{
FfxFloat32 fDilatedReactiveMasks = 0.0f;
FFX_UNROLL
for (FfxInt32 y = -1; y <=1; y++)
{
FFX_UNROLL
for (FfxInt32 x = -1; x <= 1; x++)
{
const FfxInt32x2 sampleCoord = ClampLoad(iPxPos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
fDilatedReactiveMasks = ffxMax(fDilatedReactiveMasks, LoadReactiveMask(sampleCoord));
}
}
return fDilatedReactiveMasks;
}
FfxFloat32 DilateTransparencyAndCompositionMasks(FfxInt32x2 iPxPos, FfxFloat32x2 fUv)
{
const FfxFloat32x2 fUvTransparencyAndCompositionMask = ClampUv(fUv, RenderSize(), GetTransparencyAndCompositionMaskResourceDimensions());
return SampleTransparencyAndCompositionMask(fUvTransparencyAndCompositionMask);
}
FfxFloat32 ComputeThinFeatureConfidence(FfxInt32x2 iPxPos)
{
/*
1 2 3
4 0 5
6 7 8
*/
const FfxInt32 iNucleusIndex = 0;
const FfxInt32 iSampleCount = 9;
const FfxInt32x2 iSampleOffsets[iSampleCount] = {
FfxInt32x2(+0, +0),
FfxInt32x2(-1, -1),
FfxInt32x2(+0, -1),
FfxInt32x2(+1, -1),
FfxInt32x2(-1, +0),
FfxInt32x2(+1, +0),
FfxInt32x2(-1, +1),
FfxInt32x2(+0, +1),
FfxInt32x2(+1, +1),
};
FfxFloat32 fSamples[iSampleCount];
FfxFloat32 fLumaMin = FSR3UPSCALER_FP32_MAX;
FfxFloat32 fLumaMax = FSR3UPSCALER_FP32_MIN;
FFX_UNROLL
for (FfxInt32 iSampleIndex = 0; iSampleIndex < iSampleCount; ++iSampleIndex) {
const FfxInt32x2 iPxSamplePos = ClampLoad(iPxPos, iSampleOffsets[iSampleIndex], FfxInt32x2(RenderSize()));
fSamples[iSampleIndex] = LoadCurrentLuma(iPxSamplePos) * Exposure();
fLumaMin = ffxMin(fLumaMin, fSamples[iSampleIndex]);
fLumaMax = ffxMax(fLumaMax, fSamples[iSampleIndex]);
}
const FfxFloat32 fThreshold = 0.9f;
FfxFloat32 fDissimilarLumaMin = FSR3UPSCALER_FP32_MAX;
FfxFloat32 fDissimilarLumaMax = 0;
#define SETBIT(x) (1U << x)
FfxUInt32 uPatternMask = SETBIT(iNucleusIndex); // Flag nucleus as similar
const FfxUInt32 uNumRejectionMasks = 4;
const FfxUInt32 uRejectionMasks[uNumRejectionMasks] = {
SETBIT(1) | SETBIT(2) | SETBIT(4) | SETBIT(iNucleusIndex), // Upper left
SETBIT(2) | SETBIT(3) | SETBIT(5) | SETBIT(iNucleusIndex), // Upper right
SETBIT(4) | SETBIT(6) | SETBIT(7) | SETBIT(iNucleusIndex), // Lower left
SETBIT(5) | SETBIT(7) | SETBIT(8) | SETBIT(iNucleusIndex) // Lower right
};
FfxInt32 iBitIndex = 1;
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iSampleCount; ++iSampleIndex, ++iBitIndex) {
const FfxFloat32 fDifference = abs(fSamples[iSampleIndex] - fSamples[iNucleusIndex]) / (fLumaMax - fLumaMin);
if (fDifference < fThreshold)
{
uPatternMask |= SETBIT(iBitIndex);
}
else
{
fDissimilarLumaMin = ffxMin(fDissimilarLumaMin, fSamples[iSampleIndex]);
fDissimilarLumaMax = ffxMax(fDissimilarLumaMax, fSamples[iSampleIndex]);
}
}
const FfxBoolean bIsRidge = fSamples[iNucleusIndex] > fDissimilarLumaMax || fSamples[iNucleusIndex] < fDissimilarLumaMin;
if (FFX_FALSE == bIsRidge)
{
return 0.0f;
}
FFX_UNROLL
for (FfxInt32 i = 0; i < uNumRejectionMasks; i++)
{
if ((uPatternMask & uRejectionMasks[i]) == uRejectionMasks[i])
{
return 0.0f;
}
}
return 1.0f - fLumaMin / fLumaMax;
}
FfxFloat32 UpdateAccumulation(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector, FfxFloat32 fDisocclusion, FfxFloat32 fShadingChange)
{
const FfxFloat32x2 fReprojectedUv = fUv + fMotionVector;
FfxFloat32 fAccumulation = 0.0f;
if (IsUvInside(fReprojectedUv)) {
const FfxFloat32x2 fReprojectedUv_HW = ClampUv(fReprojectedUv, PreviousFrameRenderSize(), MaxRenderSize());
fAccumulation = ffxSaturate(SampleAccumulation(fReprojectedUv_HW));
}
fAccumulation = ffxLerp(fAccumulation, 0.0f, fShadingChange);
fAccumulation = ffxLerp(fAccumulation, ffxMin(fAccumulation, 0.25f), fDisocclusion);
fAccumulation *= FfxFloat32(round(fAccumulation * 100.0f) > 1.0f);
// Update for next frame, normalize to store in unorm
const FfxFloat32 fAccumulatedFramesMax = 3.0f;
const FfxFloat32 fAccumulatedFramesToStore = ffxSaturate(fAccumulation + (1.0f / fAccumulatedFramesMax));
StoreAccumulation(iPxPos, fAccumulatedFramesToStore);
return fAccumulation;
}
FfxFloat32 ComputeShadingChange(FfxFloat32x2 fUv)
{
// NOTE: Here we re-apply jitter, will be reverted again when sampled in accumulation pass
const FfxFloat32x2 fShadingChangeUv = ClampUv(fUv - Jitter() / RenderSize(), ShadingChangeRenderSize(), ShadingChangeMaxRenderSize());
const FfxFloat32 fShadingChange = ffxSaturate(SampleShadingChange(fShadingChangeUv));
return fShadingChange;
}
void PrepareReactivity(FfxInt32x2 iPxPos)
{
const FfxFloat32x2 fUv = (iPxPos + 0.5f) / RenderSize();
const FfxFloat32x2 fMotionVector = LoadDilatedMotionVector(iPxPos);
// Discard small mvs
const FfxFloat32 f4KVelocity = Get4KVelocity(fMotionVector);
const FfxFloat32x2 fDilatedUv = fUv + fMotionVector;
const FfxFloat32 fDilatedDepth = LoadDilatedDepth(iPxPos);
const FfxFloat32 fDepthInMeters = GetViewSpaceDepthInMeters(fDilatedDepth);
const FfxFloat32 fDisocclusion = ComputeDisocclusions(fUv, fMotionVector, GetViewSpaceDepth(fDilatedDepth));
const FfxFloat32 fShadingChange = ffxMax(DilateReactiveMasks(iPxPos, fUv), ComputeShadingChange(fUv));
const FfxFloat32 fMotionDivergence = ComputeMotionDivergence(fUv, fMotionVector, fDilatedDepth);
const FfxFloat32 fDilatedTransparencyAndComposition = DilateTransparencyAndCompositionMasks(iPxPos, fUv);
const FfxFloat32 fFinalReactiveness = ffxMax(fMotionDivergence, fDilatedTransparencyAndComposition);
const FfxFloat32 fAccumulation = UpdateAccumulation(iPxPos, fUv, fMotionVector, fDisocclusion, fShadingChange);
FfxFloat32x4 fOutput;
fOutput[REACTIVE] = fFinalReactiveness;
fOutput[DISOCCLUSION] = fDisocclusion;
fOutput[SHADING_CHANGE] = fShadingChange;
fOutput[ACCUMULAION] = fAccumulation;
StoreDilatedReactiveMasks(iPxPos, fOutput);
const FfxFloat32 fLockStrength = ComputeThinFeatureConfidence(iPxPos);
if (fLockStrength > (1.0f / 100.0f))
{
StoreNewLocks(ComputeHrPosFromLrPos(FfxInt32x2(iPxPos)), fLockStrength);
}
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#define GROUP_SIZE 8
#define FSR_RCAS_DENOISE 1
#include "ffx_core.h"
void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
{
StoreUpscaledOutput(FFX_MIN16_I2(iPxHrPos), fUpscaledColor);
}
#define FSR_RCAS_F 1
FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
{
FfxFloat32x4 fColor = LoadRCAS_Input(p);
fColor.rgb *= Exposure();
return fColor;
}
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
#include "fsr1/ffx_fsr1.h"
void CurrFilter(FFX_MIN16_U2 pos)
{
FfxFloat32x3 c;
FsrRcasF(c.r, c.g, c.b, pos, RCASConfig());
c /= Exposure();
WriteUpscaledOutput(pos, c);
}
void RCAS(FfxUInt32x3 LocalThreadId, FfxUInt32x3 WorkGroupId, FfxUInt32x3 Dtid)
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
FfxUInt32x2 gxy = ffxRemapForQuad(LocalThreadId.x) + FfxUInt32x2(WorkGroupId.x << 4u, WorkGroupId.y << 4u);
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.y += 8u;
CurrFilter(FFX_MIN16_U2(gxy));
gxy.x -= 8u;
CurrFilter(FFX_MIN16_U2(gxy));
}

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@@ -0,0 +1,64 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
#define FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE 0 // Reference
#endif
FfxFloat32x4 WrapHistory(FfxInt32x2 iPxSample)
{
return LoadHistory(iPxSample);
}
DeclareCustomFetchBicubicSamples(FetchHistorySamples, WrapHistory)
DeclareCustomTextureSample(HistorySample, FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE), FetchHistorySamples)
FfxFloat32x2 GetMotionVector(FfxInt32x2 iPxHrPos, FfxFloat32x2 fHrUv)
{
#if FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
const FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(FFX_MIN16_I2(fHrUv * RenderSize()));
#else
const FfxFloat32x2 fDilatedMotionVector = LoadInputMotionVector(iPxHrPos);
#endif
return fDilatedMotionVector;
}
void ComputeReprojectedUVs(FFX_PARAMETER_INOUT AccumulationPassCommonParams params)
{
params.fReprojectedHrUv = params.fHrUv + params.fMotionVector;
params.bIsExistingSample = IsUvInside(params.fReprojectedHrUv);
}
void ReprojectHistoryColor(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
const FfxFloat32x4 fReprojectedHistory = HistorySample(params.fReprojectedHrUv, PreviousFrameUpscaleSize());
data.fHistoryColor = fReprojectedHistory.rgb;
data.fHistoryColor *= DeltaPreExposure();
data.fHistoryColor *= Exposure();
data.fHistoryColor = RGBToYCoCg(data.fHistoryColor);
data.fLock = fReprojectedHistory.w;
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_FSR3UPSCALER_RESOURCES_H
#define FFX_FSR3UPSCALER_RESOURCES_H
#if defined(FFX_CPU) || defined(FFX_GPU)
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NULL 0
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY 1
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_COLOR 2
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS 3
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_DEPTH 4
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE 5
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK 6
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK 7
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH 8
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS 9
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH 10
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR 11
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION 12
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS 13
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY 14
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DEBUG_OUTPUT 15
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LANCZOS_LUT 16
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT 17
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT 18
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RCAS_INPUT 19
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION_1 20
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION_2 21
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_1 22
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR_2 23
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_REACTIVITY 24
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_TRANSPARENCY_AND_COMPOSITION 25
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS 26
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS 27 // same as FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_0
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_0 27
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_1 28
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_2 29
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_3 30
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_4 31
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_5 32
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_DEFAULT_EXPOSURE 33
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FRAME_INFO 34
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOREACTIVE 35
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOCOMPOSITION_DEPRECATED 36
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY_1 37
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY_2 38
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_1 40
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_2 41
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE 42
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH 43
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH_MIP1 44
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA 45
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREVIOUS_LUMA 46
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_INSTABILITY 48
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERMEDIATE_FP16x1 49
// Shading change detection mip level setting, value must be in the range [FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_0, FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_12]
//#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_4
//#define FFX_FSR3UPSCALER_SHADING_CHANGE_MIP_LEVEL (FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE_MIPMAP_SHADING_CHANGE - FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SCENE_LUMINANCE)
#define FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_COUNT 60
#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER 0
#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_SPD 1
#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_RCAS 2
#define FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE 3
#define FFX_FSR3UPSCALER_CONSTANTBUFFER_COUNT 4
#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_TONEMAP 1
#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP 2
#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_THRESHOLD 4
#define FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX 8
#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
#endif //!defined( FFX_FSR3UPSCALER_RESOURCES_H )

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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_FSR3UPSCALER_SAMPLE_H
#define FFX_FSR3UPSCALER_SAMPLE_H
// suppress warnings
#ifdef FFX_HLSL
#pragma warning(disable: 4008) // potentially divide by zero
#endif //FFX_HLSL
struct FetchedBilinearSamples {
FfxFloat32x4 fColor00;
FfxFloat32x4 fColor10;
FfxFloat32x4 fColor01;
FfxFloat32x4 fColor11;
};
struct FetchedBicubicSamples {
FfxFloat32x4 fColor00;
FfxFloat32x4 fColor10;
FfxFloat32x4 fColor20;
FfxFloat32x4 fColor30;
FfxFloat32x4 fColor01;
FfxFloat32x4 fColor11;
FfxFloat32x4 fColor21;
FfxFloat32x4 fColor31;
FfxFloat32x4 fColor02;
FfxFloat32x4 fColor12;
FfxFloat32x4 fColor22;
FfxFloat32x4 fColor32;
FfxFloat32x4 fColor03;
FfxFloat32x4 fColor13;
FfxFloat32x4 fColor23;
FfxFloat32x4 fColor33;
};
#if FFX_HALF
struct FetchedBilinearSamplesMin16 {
FFX_MIN16_F4 fColor00;
FFX_MIN16_F4 fColor10;
FFX_MIN16_F4 fColor01;
FFX_MIN16_F4 fColor11;
};
struct FetchedBicubicSamplesMin16 {
FFX_MIN16_F4 fColor00;
FFX_MIN16_F4 fColor10;
FFX_MIN16_F4 fColor20;
FFX_MIN16_F4 fColor30;
FFX_MIN16_F4 fColor01;
FFX_MIN16_F4 fColor11;
FFX_MIN16_F4 fColor21;
FFX_MIN16_F4 fColor31;
FFX_MIN16_F4 fColor02;
FFX_MIN16_F4 fColor12;
FFX_MIN16_F4 fColor22;
FFX_MIN16_F4 fColor32;
FFX_MIN16_F4 fColor03;
FFX_MIN16_F4 fColor13;
FFX_MIN16_F4 fColor23;
FFX_MIN16_F4 fColor33;
};
#else //FFX_HALF
#define FetchedBicubicSamplesMin16 FetchedBicubicSamples
#define FetchedBilinearSamplesMin16 FetchedBilinearSamples
#endif //FFX_HALF
FfxFloat32x4 Linear(FfxFloat32x4 A, FfxFloat32x4 B, FfxFloat32 t)
{
return A + (B - A) * t;
}
FfxFloat32x4 Bilinear(FetchedBilinearSamples BilinearSamples, FfxFloat32x2 fPxFrac)
{
FfxFloat32x4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x);
FfxFloat32x4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x);
FfxFloat32x4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y);
return fColorXY;
}
#if FFX_HALF
FFX_MIN16_F4 Linear(FFX_MIN16_F4 A, FFX_MIN16_F4 B, FFX_MIN16_F t)
{
return A + (B - A) * t;
}
FFX_MIN16_F4 Bilinear(FetchedBilinearSamplesMin16 BilinearSamples, FFX_MIN16_F2 fPxFrac)
{
FFX_MIN16_F4 fColorX0 = Linear(BilinearSamples.fColor00, BilinearSamples.fColor10, fPxFrac.x);
FFX_MIN16_F4 fColorX1 = Linear(BilinearSamples.fColor01, BilinearSamples.fColor11, fPxFrac.x);
FFX_MIN16_F4 fColorXY = Linear(fColorX0, fColorX1, fPxFrac.y);
return fColorXY;
}
#endif
FfxFloat32 Lanczos2NoClamp(FfxFloat32 x)
{
const FfxFloat32 PI = 3.141592653589793f; // TODO: share SDK constants
return abs(x) < FSR3UPSCALER_EPSILON ? 1.f : (sin(PI * x) / (PI * x)) * (sin(0.5f * PI * x) / (0.5f * PI * x));
}
FfxFloat32 Lanczos2(FfxFloat32 x)
{
x = ffxMin(abs(x), 2.0f);
return Lanczos2NoClamp(x);
}
#if FFX_HALF
#if 0
FFX_MIN16_F Lanczos2NoClamp(FFX_MIN16_F x)
{
const FFX_MIN16_F PI = FFX_MIN16_F(3.141592653589793f); // TODO: share SDK constants
return abs(x) < FFX_MIN16_F(FSR3UPSCALER_EPSILON) ? FFX_MIN16_F(1.f) : (sin(PI * x) / (PI * x)) * (sin(FFX_MIN16_F(0.5f) * PI * x) / (FFX_MIN16_F(0.5f) * PI * x));
}
#endif
FFX_MIN16_F Lanczos2(FFX_MIN16_F x)
{
x = ffxMin(abs(x), FFX_MIN16_F(2.0f));
return FFX_MIN16_F(Lanczos2NoClamp(x));
}
#endif //FFX_HALF
// FSR1 lanczos approximation. Input is x*x and must be <= 4.
FfxFloat32 Lanczos2ApproxSqNoClamp(FfxFloat32 x2)
{
FfxFloat32 a = (2.0f / 5.0f) * x2 - 1;
FfxFloat32 b = (1.0f / 4.0f) * x2 - 1;
return ((25.0f / 16.0f) * a * a - (25.0f / 16.0f - 1)) * (b * b);
}
#if FFX_HALF
FFX_MIN16_F Lanczos2ApproxSqNoClamp(FFX_MIN16_F x2)
{
FFX_MIN16_F a = FFX_MIN16_F(2.0f / 5.0f) * x2 - FFX_MIN16_F(1);
FFX_MIN16_F b = FFX_MIN16_F(1.0f / 4.0f) * x2 - FFX_MIN16_F(1);
return (FFX_MIN16_F(25.0f / 16.0f) * a * a - FFX_MIN16_F(25.0f / 16.0f - 1)) * (b * b);
}
#endif //FFX_HALF
FfxFloat32 Lanczos2ApproxSq(FfxFloat32 x2)
{
x2 = ffxMin(x2, 4.0f);
return Lanczos2ApproxSqNoClamp(x2);
}
#if FFX_HALF
FFX_MIN16_F Lanczos2ApproxSq(FFX_MIN16_F x2)
{
x2 = ffxMin(x2, FFX_MIN16_F(4.0f));
return Lanczos2ApproxSqNoClamp(x2);
}
#endif //FFX_HALF
FfxFloat32 Lanczos2ApproxNoClamp(FfxFloat32 x)
{
return Lanczos2ApproxSqNoClamp(x * x);
}
#if FFX_HALF
FFX_MIN16_F Lanczos2ApproxNoClamp(FFX_MIN16_F x)
{
return Lanczos2ApproxSqNoClamp(x * x);
}
#endif //FFX_HALF
FfxFloat32 Lanczos2Approx(FfxFloat32 x)
{
return Lanczos2ApproxSq(x * x);
}
#if FFX_HALF
FFX_MIN16_F Lanczos2Approx(FFX_MIN16_F x)
{
return Lanczos2ApproxSq(x * x);
}
#endif //FFX_HALF
FfxFloat32 Lanczos2_UseLUT(FfxFloat32 x)
{
return SampleLanczos2Weight(abs(x));
}
#if FFX_HALF
FFX_MIN16_F Lanczos2_UseLUT(FFX_MIN16_F x)
{
return FFX_MIN16_F(SampleLanczos2Weight(abs(x)));
}
#endif //FFX_HALF
FfxFloat32x4 Lanczos2_UseLUT(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
{
FfxFloat32 fWeight0 = Lanczos2_UseLUT(-1.f - t);
FfxFloat32 fWeight1 = Lanczos2_UseLUT(-0.f - t);
FfxFloat32 fWeight2 = Lanczos2_UseLUT(+1.f - t);
FfxFloat32 fWeight3 = Lanczos2_UseLUT(+2.f - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
#if FFX_HALF
FFX_MIN16_F4 Lanczos2_UseLUT(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
{
FFX_MIN16_F fWeight0 = Lanczos2_UseLUT(FFX_MIN16_F(-1.f) - t);
FFX_MIN16_F fWeight1 = Lanczos2_UseLUT(FFX_MIN16_F(-0.f) - t);
FFX_MIN16_F fWeight2 = Lanczos2_UseLUT(FFX_MIN16_F(+1.f) - t);
FFX_MIN16_F fWeight3 = Lanczos2_UseLUT(FFX_MIN16_F(+2.f) - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
#endif
FfxFloat32x4 Lanczos2(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
{
FfxFloat32 fWeight0 = Lanczos2(-1.f - t);
FfxFloat32 fWeight1 = Lanczos2(-0.f - t);
FfxFloat32 fWeight2 = Lanczos2(+1.f - t);
FfxFloat32 fWeight3 = Lanczos2(+2.f - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
FfxFloat32x4 Lanczos2(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
{
FfxFloat32x4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FfxFloat32x4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FfxFloat32x4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FfxFloat32x4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FfxFloat32x4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FfxFloat32x4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) {
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#if FFX_HALF
FFX_MIN16_F4 Lanczos2(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
{
FFX_MIN16_F fWeight0 = Lanczos2(FFX_MIN16_F(-1.f) - t);
FFX_MIN16_F fWeight1 = Lanczos2(FFX_MIN16_F(-0.f) - t);
FFX_MIN16_F fWeight2 = Lanczos2(FFX_MIN16_F(+1.f) - t);
FFX_MIN16_F fWeight3 = Lanczos2(FFX_MIN16_F(+2.f) - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
FFX_MIN16_F4 Lanczos2(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
{
FFX_MIN16_F4 fColorX0 = Lanczos2(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FFX_MIN16_F4 fColorX1 = Lanczos2(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FFX_MIN16_F4 fColorX2 = Lanczos2(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FFX_MIN16_F4 fColorX3 = Lanczos2(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FFX_MIN16_F4 fColorXY = Lanczos2(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FFX_MIN16_F4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
{
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#endif //FFX_HALF
FfxFloat32x4 Lanczos2LUT(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
{
FfxFloat32x4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FfxFloat32x4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FfxFloat32x4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FfxFloat32x4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FfxFloat32x4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FfxFloat32x4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex) {
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#if FFX_HALF
FFX_MIN16_F4 Lanczos2LUT(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
{
FFX_MIN16_F4 fColorX0 = Lanczos2_UseLUT(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FFX_MIN16_F4 fColorX1 = Lanczos2_UseLUT(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FFX_MIN16_F4 fColorX2 = Lanczos2_UseLUT(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FFX_MIN16_F4 fColorX3 = Lanczos2_UseLUT(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FFX_MIN16_F4 fColorXY = Lanczos2_UseLUT(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FFX_MIN16_F4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
{
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#endif //FFX_HALF
FfxFloat32x4 Lanczos2Approx(FfxFloat32x4 fColor0, FfxFloat32x4 fColor1, FfxFloat32x4 fColor2, FfxFloat32x4 fColor3, FfxFloat32 t)
{
FfxFloat32 fWeight0 = Lanczos2ApproxNoClamp(-1.f - t);
FfxFloat32 fWeight1 = Lanczos2ApproxNoClamp(-0.f - t);
FfxFloat32 fWeight2 = Lanczos2ApproxNoClamp(+1.f - t);
FfxFloat32 fWeight3 = Lanczos2ApproxNoClamp(+2.f - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
#if FFX_HALF
FFX_MIN16_F4 Lanczos2Approx(FFX_MIN16_F4 fColor0, FFX_MIN16_F4 fColor1, FFX_MIN16_F4 fColor2, FFX_MIN16_F4 fColor3, FFX_MIN16_F t)
{
FFX_MIN16_F fWeight0 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-1.f) - t);
FFX_MIN16_F fWeight1 = Lanczos2ApproxNoClamp(FFX_MIN16_F(-0.f) - t);
FFX_MIN16_F fWeight2 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+1.f) - t);
FFX_MIN16_F fWeight3 = Lanczos2ApproxNoClamp(FFX_MIN16_F(+2.f) - t);
return (fWeight0 * fColor0 + fWeight1 * fColor1 + fWeight2 * fColor2 + fWeight3 * fColor3) / (fWeight0 + fWeight1 + fWeight2 + fWeight3);
}
#endif //FFX_HALF
FfxFloat32x4 Lanczos2Approx(FetchedBicubicSamples Samples, FfxFloat32x2 fPxFrac)
{
FfxFloat32x4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FfxFloat32x4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FfxFloat32x4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FfxFloat32x4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FfxFloat32x4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FfxFloat32x4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FfxFloat32x4 fDeringingMin = fDeringingSamples[0];
FfxFloat32x4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
{
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#if FFX_HALF
FFX_MIN16_F4 Lanczos2Approx(FetchedBicubicSamplesMin16 Samples, FFX_MIN16_F2 fPxFrac)
{
FFX_MIN16_F4 fColorX0 = Lanczos2Approx(Samples.fColor00, Samples.fColor10, Samples.fColor20, Samples.fColor30, fPxFrac.x);
FFX_MIN16_F4 fColorX1 = Lanczos2Approx(Samples.fColor01, Samples.fColor11, Samples.fColor21, Samples.fColor31, fPxFrac.x);
FFX_MIN16_F4 fColorX2 = Lanczos2Approx(Samples.fColor02, Samples.fColor12, Samples.fColor22, Samples.fColor32, fPxFrac.x);
FFX_MIN16_F4 fColorX3 = Lanczos2Approx(Samples.fColor03, Samples.fColor13, Samples.fColor23, Samples.fColor33, fPxFrac.x);
FFX_MIN16_F4 fColorXY = Lanczos2Approx(fColorX0, fColorX1, fColorX2, fColorX3, fPxFrac.y);
// Deringing
// TODO: only use 4 by checking jitter
const FfxInt32 iDeringingSampleCount = 4;
const FFX_MIN16_F4 fDeringingSamples[4] = {
Samples.fColor11,
Samples.fColor21,
Samples.fColor12,
Samples.fColor22,
};
FFX_MIN16_F4 fDeringingMin = fDeringingSamples[0];
FFX_MIN16_F4 fDeringingMax = fDeringingSamples[0];
FFX_UNROLL
for (FfxInt32 iSampleIndex = 1; iSampleIndex < iDeringingSampleCount; ++iSampleIndex)
{
fDeringingMin = ffxMin(fDeringingMin, fDeringingSamples[iSampleIndex]);
fDeringingMax = ffxMax(fDeringingMax, fDeringingSamples[iSampleIndex]);
}
fColorXY = clamp(fColorXY, fDeringingMin, fDeringingMax);
return fColorXY;
}
#endif
// Clamp by offset direction. Assuming iPxSample is already in range and iPxOffset is compile time constant.
FfxInt32x2 ClampCoord(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize)
{
FfxInt32x2 result = iPxSample + iPxOffset;
result.x = ffxMax(1, ffxMin(result.x, iTextureSize.x - 2));
result.y = ffxMax(1, ffxMin(result.y, iTextureSize.y - 2));
return result;
}
#if FFX_HALF
FFX_MIN16_I2 ClampCoord(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize)
{
FFX_MIN16_I2 result = iPxSample + iPxOffset;
result.x = ffxMax(FFX_MIN16_I(1), ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(2)));
result.y = ffxMax(FFX_MIN16_I(1), ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(2)));
return result;
}
#endif //FFX_HALF
#define DeclareCustomFetchBicubicSamplesWithType(SampleType, TextureType, AddrType, Name, LoadTexture) \
SampleType Name(AddrType iPxSample, AddrType iTextureSize) \
{ \
SampleType Samples; \
\
Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, -1), iTextureSize))); \
Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, -1), iTextureSize))); \
Samples.fColor20 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, -1), iTextureSize))); \
Samples.fColor30 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, -1), iTextureSize))); \
\
Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +0), iTextureSize))); \
Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \
Samples.fColor21 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \
Samples.fColor31 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +0), iTextureSize))); \
\
Samples.fColor02 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +1), iTextureSize))); \
Samples.fColor12 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \
Samples.fColor22 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \
Samples.fColor32 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +1), iTextureSize))); \
\
Samples.fColor03 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(-1, +2), iTextureSize))); \
Samples.fColor13 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +2), iTextureSize))); \
Samples.fColor23 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +2), iTextureSize))); \
Samples.fColor33 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+2, +2), iTextureSize))); \
\
return Samples; \
}
#define DeclareCustomFetchBicubicSamples(Name, LoadTexture) \
DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture)
#define DeclareCustomFetchBicubicSamplesMin16(Name, LoadTexture) \
DeclareCustomFetchBicubicSamplesWithType(FetchedBicubicSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture)
#define DeclareCustomFetchBilinearSamplesWithType(SampleType, TextureType,AddrType, Name, LoadTexture) \
SampleType Name(AddrType iPxSample, AddrType iTextureSize) \
{ \
SampleType Samples; \
Samples.fColor00 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +0), iTextureSize))); \
Samples.fColor10 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +0), iTextureSize))); \
Samples.fColor01 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+0, +1), iTextureSize))); \
Samples.fColor11 = TextureType(LoadTexture(ClampCoord(iPxSample, AddrType(+1, +1), iTextureSize))); \
return Samples; \
}
#define DeclareCustomFetchBilinearSamples(Name, LoadTexture) \
DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamples, FfxFloat32x4, FfxInt32x2, Name, LoadTexture)
#define DeclareCustomFetchBilinearSamplesMin16(Name, LoadTexture) \
DeclareCustomFetchBilinearSamplesWithType(FetchedBilinearSamplesMin16, FFX_MIN16_F4, FfxInt32x2, Name, LoadTexture)
// BE CAREFUL: there is some precision issues and (3253, 125) leading to (3252.9989778, 125.001102)
// is common, so iPxSample can "jitter"
#define DeclareCustomTextureSample(Name, InterpolateSamples, FetchSamples) \
FfxFloat32x4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \
{ \
FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \
FfxFloat32x2 fPxFrac = ffxFract(fPxSample); \
/* Clamp base coords */ \
fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x-1), fPxSample.x)); \
fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y-1), fPxSample.y)); \
/* */ \
FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \
FfxFloat32x4 fColorXY = FfxFloat32x4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \
return fColorXY; \
}
#define DeclareCustomTextureSampleMin16(Name, InterpolateSamples, FetchSamples) \
FFX_MIN16_F4 Name(FfxFloat32x2 fUvSample, FfxInt32x2 iTextureSize) \
{ \
FfxFloat32x2 fPxSample = (fUvSample * FfxFloat32x2(iTextureSize)) - FfxFloat32x2(0.5f, 0.5f); \
FFX_MIN16_F2 fPxFrac = FFX_MIN16_F2(ffxFract(fPxSample)); \
/* Clamp base coords */ \
fPxSample.x = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.x), fPxSample.x)); \
fPxSample.y = ffxMax(0.0f, ffxMin(FfxFloat32(iTextureSize.y), fPxSample.y)); \
/* */ \
FfxInt32x2 iPxSample = FfxInt32x2(floor(fPxSample)); \
FFX_MIN16_F4 fColorXY = FFX_MIN16_F4(InterpolateSamples(FetchSamples(iPxSample, iTextureSize), fPxFrac)); \
return fColorXY; \
}
#define FFX_FSR3UPSCALER_CONCAT_ID(x, y) x ## y
#define FFX_FSR3UPSCALER_CONCAT(x, y) FFX_FSR3UPSCALER_CONCAT_ID(x, y)
#define FFX_FSR3UPSCALER_SAMPLER_1D_0 Lanczos2
#define FFX_FSR3UPSCALER_SAMPLER_1D_1 Lanczos2LUT
#define FFX_FSR3UPSCALER_SAMPLER_1D_2 Lanczos2Approx
#define FFX_FSR3UPSCALER_GET_LANCZOS_SAMPLER1D(x) FFX_FSR3UPSCALER_CONCAT(FFX_FSR3UPSCALER_SAMPLER_1D_, x)
#endif //!defined( FFX_FSR3UPSCALER_SAMPLE_H )

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
FFX_STATIC const FfxInt32 s_MipLevelsToUse = 3;
struct ShadingChangeLumaInfo
{
FfxFloat32 fSamples[s_MipLevelsToUse];
};
ShadingChangeLumaInfo ComputeShadingChangeLuma(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, const FfxInt32x2 iCurrentSize)
{
ShadingChangeLumaInfo info;
const FfxFloat32x2 fMipUv = ClampUv(fUv, ShadingChangeRenderSize(), GetSPDMipDimensions(0));
FFX_UNROLL
for (FfxInt32 iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++) {
const FfxFloat32x2 fSample = SampleSPDMipLevel(fMipUv, iMipLevel);
info.fSamples[iMipLevel] = abs(fSample.x * fSample.y);
}
return info;
}
void ShadingChange(FfxInt32x2 iPxPos)
{
if (IsOnScreen(FfxInt32x2(iPxPos), ShadingChangeRenderSize())) {
const FfxFloat32x2 fUv = (iPxPos + 0.5f) / ShadingChangeRenderSize();
const FfxFloat32x2 fUvJittered = fUv + Jitter() / RenderSize();
const ShadingChangeLumaInfo info = ComputeShadingChangeLuma(iPxPos, fUvJittered, ShadingChangeRenderSize());
const FfxFloat32 fScale = 1.0f + iShadingChangeMipStart / s_MipLevelsToUse;
FfxFloat32 fShadingChange = 0.0f;
FFX_UNROLL
for (int iMipLevel = iShadingChangeMipStart; iMipLevel < s_MipLevelsToUse; iMipLevel++)
{
if (info.fSamples[iMipLevel] > 0) {
fShadingChange = ffxMax(fShadingChange, info.fSamples[iMipLevel]) * fScale;
}
}
StoreShadingChange(iPxPos, ffxSaturate(fShadingChange));
}
}

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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
FFX_GROUPSHARED FfxUInt32 spdCounter;
void SpdIncreaseAtomicCounter(FfxUInt32 slice)
{
SPD_IncreaseAtomicCounter(spdCounter);
}
FfxUInt32 SpdGetAtomicCounter()
{
return spdCounter;
}
void SpdResetAtomicCounter(FfxUInt32 slice)
{
SPD_ResetAtomicCounter();
}
#ifndef SPD_PACKED_ONLY
FFX_GROUPSHARED FfxFloat32 spdIntermediateR[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateG[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateB[16][16];
FFX_GROUPSHARED FfxFloat32 spdIntermediateA[16][16];
FFX_STATIC const FfxInt32 DIFFERENCE = 0;
FFX_STATIC const FfxInt32 SIGN_SUM = 1;
FFX_STATIC const FfxInt32 MIP0_INDICATOR = 2;
FfxFloat32x2 Sort2(FfxFloat32x2 v)
{
return FfxFloat32x2(ffxMin(v.x, v.y), ffxMax(v.x, v.y));
}
struct SampleSet
{
FfxFloat32 fSamples[SHADING_CHANGE_SET_SIZE];
};
#define CompareSwap(i, j) \
{ \
FfxFloat32 fTmp = ffxMin(fSet.fSamples[i], fSet.fSamples[j]);\
fSet.fSamples[j] = ffxMax(fSet.fSamples[i], fSet.fSamples[j]);\
fSet.fSamples[i] = fTmp;\
}
#if SHADING_CHANGE_SET_SIZE == 5
FFX_STATIC const FfxInt32x2 iSampleOffsets[5] = {FfxInt32x2(+0, +0), FfxInt32x2(-1, +0), FfxInt32x2(+1, +0), FfxInt32x2(+0, -1), FfxInt32x2(+0, +1)};
void SortSet(FFX_PARAMETER_INOUT SampleSet fSet)
{
CompareSwap(0, 3);
CompareSwap(1, 4);
CompareSwap(0, 2);
CompareSwap(1, 3);
CompareSwap(0, 1);
CompareSwap(2, 4);
CompareSwap(1, 2);
CompareSwap(3, 4);
CompareSwap(2, 3);
}
#endif
FfxFloat32 ComputeMinimumDifference(FfxInt32x2 iPxPos, SampleSet fSet0, SampleSet fSet1)
{
FfxFloat32 fMinDiff = FSR3UPSCALER_FP16_MAX - 1;
FfxInt32 a = 0;
FfxInt32 b = 0;
SortSet(fSet0);
SortSet(fSet1);
const FfxFloat32 fMax = ffxMin(fSet0.fSamples[SHADING_CHANGE_SET_SIZE-1], fSet1.fSamples[SHADING_CHANGE_SET_SIZE-1]);
if (fMax > FSR3UPSCALER_FP32_MIN) {
FFX_UNROLL
for (FfxInt32 i = 0; i < SHADING_CHANGE_SET_SIZE && (fMinDiff < FSR3UPSCALER_FP16_MAX); i++) {
FfxFloat32 fDiff = fSet0.fSamples[a] - fSet1.fSamples[b];
if (abs(fDiff) > FSR3UPSCALER_FP16_MIN) {
fDiff = sign(fDiff) * (1.0f - MinDividedByMax(fSet0.fSamples[a], fSet1.fSamples[b]));
fMinDiff = (abs(fDiff) < abs(fMinDiff)) ? fDiff : fMinDiff;
a += FfxInt32(fSet0.fSamples[a] < fSet1.fSamples[b]);
b += FfxInt32(fSet0.fSamples[a] >= fSet1.fSamples[b]);
}
else
{
fMinDiff = FSR3UPSCALER_FP16_MAX;
}
}
}
return fMinDiff * FfxFloat32(fMinDiff < (FSR3UPSCALER_FP16_MAX - 1));
}
SampleSet GetCurrentLumaBilinearSamples(FfxFloat32x2 fUv)
{
const FfxFloat32x2 fUvJittered = fUv + Jitter() / RenderSize();
const FfxInt32x2 iBasePos = FfxInt32x2(floor(fUvJittered * RenderSize()));
SampleSet fSet;
for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) {
const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], RenderSize());
fSet.fSamples[iSampleIndex] = LoadCurrentLuma(iSamplePos) * Exposure();
fSet.fSamples[iSampleIndex] = ffxPow(fSet.fSamples[iSampleIndex], fShadingChangeSamplePow);
fSet.fSamples[iSampleIndex] = ffxMax(fSet.fSamples[iSampleIndex], FSR3UPSCALER_EPSILON);
}
return fSet;
}
struct PreviousLumaBilinearSamplesData
{
SampleSet fSet;
FfxBoolean bIsExistingSample;
};
PreviousLumaBilinearSamplesData GetPreviousLumaBilinearSamples(FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector)
{
PreviousLumaBilinearSamplesData data;
const FfxFloat32x2 fUvJittered = fUv + PreviousFrameJitter() / PreviousFrameRenderSize();
const FfxFloat32x2 fReprojectedUv = fUvJittered + fMotionVector;
data.bIsExistingSample = IsUvInside(fReprojectedUv);
if (data.bIsExistingSample) {
const FfxInt32x2 iBasePos = FfxInt32x2(floor(fReprojectedUv * PreviousFrameRenderSize()));
for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) {
const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], PreviousFrameRenderSize());
data.fSet.fSamples[iSampleIndex] = LoadPreviousLuma(iSamplePos) * DeltaPreExposure() * Exposure();
data.fSet.fSamples[iSampleIndex] = ffxPow(data.fSet.fSamples[iSampleIndex], fShadingChangeSamplePow);
data.fSet.fSamples[iSampleIndex] = ffxMax(data.fSet.fSamples[iSampleIndex], FSR3UPSCALER_EPSILON);
}
}
return data;
}
FfxFloat32 ComputeDiff(FfxInt32x2 iPxPos, FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector)
{
FfxFloat32 fMinDiff = 0.0f;
const SampleSet fCurrentSamples = GetCurrentLumaBilinearSamples(fUv);
const PreviousLumaBilinearSamplesData previousData = GetPreviousLumaBilinearSamples(fUv, fMotionVector);
if (previousData.bIsExistingSample) {
fMinDiff = ComputeMinimumDifference(iPxPos, fCurrentSamples, previousData.fSet);
}
return fMinDiff;
}
FfxFloat32x4 SpdLoadSourceImage(FfxFloat32x2 iPxPos, FfxUInt32 slice)
{
const FfxInt32x2 iPxSamplePos = ClampLoad(FfxInt32x2(iPxPos), FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
const FfxFloat32x2 fDilatedMotionVector = LoadDilatedMotionVector(iPxSamplePos);
const FfxFloat32x2 fUv = (iPxSamplePos + 0.5f) / RenderSize();
const FfxFloat32 fScaledAndSignedLumaDiff = ComputeDiff(iPxSamplePos, fUv, fDilatedMotionVector);
FfxFloat32x4 fOutput = FfxFloat32x4(0.0f, 0.0f, 0.0f, 0.0f);
fOutput[DIFFERENCE] = fScaledAndSignedLumaDiff;
fOutput[SIGN_SUM] = (fScaledAndSignedLumaDiff != 0.0f) ? sign(fScaledAndSignedLumaDiff) : 0.0f;
fOutput[MIP0_INDICATOR] = 1.0f;
return fOutput;
}
FfxFloat32x4 SpdLoad(FfxInt32x2 tex, FfxUInt32 slice)
{
return FfxFloat32x4(RWLoadPyramid(tex, 5), 0, 0);
}
FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFloat32x4 v3)
{
return (v0 + v1 + v2 + v3) * 0.25f;
}
void SpdStore(FfxInt32x2 pix, FfxFloat32x4 outValue, FfxUInt32 index, FfxUInt32 slice)
{
if (index >= iShadingChangeMipStart)
{
StorePyramid(pix, outValue.xy, index);
}
}
FfxFloat32x4 SpdLoadIntermediate(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat32x4(
spdIntermediateR[x][y],
spdIntermediateG[x][y],
spdIntermediateB[x][y],
spdIntermediateA[x][y]);
}
void SpdStoreIntermediate(FfxUInt32 x, FfxUInt32 y, FfxFloat32x4 value)
{
spdIntermediateR[x][y] = value.x;
spdIntermediateG[x][y] = value.y;
spdIntermediateB[x][y] = value.z;
spdIntermediateA[x][y] = value.w;
}
#endif
// define fetch and store functions Packed
#if FFX_HALF
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateRG[16][16];
FFX_GROUPSHARED FfxFloat16x2 spdIntermediateBA[16][16];
FfxFloat16x4 SpdLoadSourceImageH(FfxFloat32x2 tex, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
FfxFloat16x4 SpdLoadH(FfxInt32x2 p, FfxUInt32 slice)
{
return FfxFloat16x4(0, 0, 0, 0);
}
void SpdStoreH(FfxInt32x2 p, FfxFloat16x4 value, FfxUInt32 mip, FfxUInt32 slice)
{
}
FfxFloat16x4 SpdLoadIntermediateH(FfxUInt32 x, FfxUInt32 y)
{
return FfxFloat16x4(
spdIntermediateRG[x][y].x,
spdIntermediateRG[x][y].y,
spdIntermediateBA[x][y].x,
spdIntermediateBA[x][y].y);
}
void SpdStoreIntermediateH(FfxUInt32 x, FfxUInt32 y, FfxFloat16x4 value)
{
spdIntermediateRG[x][y] = value.xy;
spdIntermediateBA[x][y] = value.zw;
}
FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxFloat16x4 v3)
{
return (v0 + v1 + v2 + v3) * FfxFloat16(0.25);
}
#endif
#include "spd/ffx_spd.h"
void ComputeShadingChangePyramid(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{
#if FFX_HALF
SpdDownsampleH(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#else
SpdDownsample(
FfxUInt32x2(WorkGroupId.xy),
FfxUInt32(LocalThreadIndex),
FfxUInt32(MipCount()),
FfxUInt32(NumWorkGroups()),
FfxUInt32(WorkGroupId.z),
FfxUInt32x2(WorkGroupOffset()));
#endif
}

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@@ -0,0 +1,184 @@
// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
void Deringing(RectificationBox clippingBox, FFX_PARAMETER_INOUT FfxFloat32x3 fColor)
{
fColor = clamp(fColor, clippingBox.aabbMin, clippingBox.aabbMax);
}
#ifndef FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE
#define FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE 2 // Approximate
#endif
FfxFloat32 GetUpsampleLanczosWeight(FfxFloat32x2 fSrcSampleOffset, FfxFloat32 fKernelWeight)
{
FfxFloat32x2 fSrcSampleOffsetBiased = fSrcSampleOffset * fKernelWeight.xx;
#if FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 0 // LANCZOS_TYPE_REFERENCE
FfxFloat32 fSampleWeight = Lanczos2(length(fSrcSampleOffsetBiased));
#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 1 // LANCZOS_TYPE_LUT
FfxFloat32 fSampleWeight = Lanczos2_UseLUT(length(fSrcSampleOffsetBiased));
#elif FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE == 2 // LANCZOS_TYPE_APPROXIMATE
FfxFloat32 fSampleWeight = Lanczos2ApproxSq(dot(fSrcSampleOffsetBiased, fSrcSampleOffsetBiased));
#else
#error "Invalid Lanczos type"
#endif
return fSampleWeight;
}
FfxFloat32 ComputeMaxKernelWeight(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data) {
const FfxFloat32 fKernelSizeBias = 1.0f + (1.0f / FfxFloat32x2(DownscaleFactor()) - 1.0f).x;
return ffxMin(FfxFloat32(1.99f), fKernelSizeBias);
}
FfxFloat32x3 LoadPreparedColor(FfxInt32x2 iSamplePos)
{
const FfxFloat32x3 fRgb = ffxMax(FfxFloat32x3(0, 0, 0), LoadInputColor(iSamplePos)) * Exposure();
const FfxFloat32x3 fPreparedYCoCg = RGBToYCoCg(fRgb);
return fPreparedYCoCg;
}
void ComputeUpsampledColorAndWeight(const AccumulationPassCommonParams params, FFX_PARAMETER_INOUT AccumulationPassData data)
{
// We compute a sliced lanczos filter with 2 lobes (other slices are accumulated temporaly)
const FfxFloat32x2 fDstOutputPos = FfxFloat32x2(params.iPxHrPos) + FFX_BROADCAST_FLOAT32X2(0.5f);
const FfxFloat32x2 fSrcOutputPos = fDstOutputPos * DownscaleFactor();
const FfxInt32x2 iSrcInputPos = FfxInt32x2(floor(fSrcOutputPos));
const FfxFloat32x2 fSrcUnjitteredPos = (FfxFloat32x2(iSrcInputPos) + FfxFloat32x2(0.5f, 0.5f)) - Jitter(); // This is the un-jittered position of the sample at offset 0,0
const FfxFloat32x2 fBaseSampleOffset = FfxFloat32x2(fSrcUnjitteredPos - fSrcOutputPos);
FfxInt32x2 offsetTL;
offsetTL.x = (fSrcUnjitteredPos.x > fSrcOutputPos.x) ? FfxInt32(-2) : FfxInt32(-1);
offsetTL.y = (fSrcUnjitteredPos.y > fSrcOutputPos.y) ? FfxInt32(-2) : FfxInt32(-1);
//Load samples
// If fSrcUnjitteredPos.y > fSrcOutputPos.y, indicates offsetTL.y = -2, sample offset Y will be [-2, 1], clipbox will be rows [1, 3].
// Flip row# for sampling offset in this case, so first 0~2 rows in the sampled array can always be used for computing the clipbox.
// This reduces branch or cmove on sampled colors, but moving this overhead to sample position / weight calculation time which apply to less values.
const FfxBoolean bFlipRow = fSrcUnjitteredPos.y > fSrcOutputPos.y;
const FfxBoolean bFlipCol = fSrcUnjitteredPos.x > fSrcOutputPos.x;
const FfxFloat32x2 fOffsetTL = FfxFloat32x2(offsetTL);
const FfxBoolean bIsInitialSample = (params.fAccumulation == 0.0f);
FfxFloat32x3 fSamples[9];
FfxInt32 iSampleIndex = 0;
FFX_UNROLL
for (FfxInt32 row = 0; row < 3; row++) {
FFX_UNROLL
for (FfxInt32 col = 0; col < 3; col++) {
const FfxInt32x2 iSampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row);
const FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + offsetTL + iSampleColRow;
const FfxInt32x2 iSampleCoord = ClampLoad(iSrcSamplePos, FfxInt32x2(0, 0), FfxInt32x2(RenderSize()));
fSamples[iSampleIndex] = LoadPreparedColor(iSampleCoord);
++iSampleIndex;
}
}
#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
if (bIsInitialSample)
{
for (iSampleIndex = 0; iSampleIndex < 9; ++iSampleIndex)
{
//YCoCg -> RGB -> Tonemap -> YCoCg (Use RGB tonemapper to avoid color desaturation)
fSamples[iSampleIndex] = RGBToYCoCg(Tonemap(YCoCgToRGB(fSamples[iSampleIndex])));
}
}
#endif
// Identify how much of each upsampled color to be used for this frame
const FfxFloat32 fKernelBiasMax = ComputeMaxKernelWeight(params, data);
const FfxFloat32 fKernelBiasMin = ffxMax(1.0f, ((1.0f + fKernelBiasMax) * 0.3f));
const FfxFloat32 fKernelBiasWeight =
ffxMin(1.0f - params.fDisocclusion * 0.5f,
ffxMin(1.0f - params.fShadingChange,
ffxSaturate(data.fHistoryWeight * 5.0f)
));
const FfxFloat32 fKernelBias = ffxLerp(fKernelBiasMin, fKernelBiasMax, fKernelBiasWeight);
iSampleIndex = 0;
FFX_UNROLL
for (FfxInt32 row = 0; row < 3; row++)
{
FFX_UNROLL
for (FfxInt32 col = 0; col < 3; col++)
{
const FfxInt32x2 sampleColRow = FfxInt32x2(bFlipCol ? (3 - col) : col, bFlipRow ? (3 - row) : row);
const FfxFloat32x2 fOffset = fOffsetTL + FfxFloat32x2(sampleColRow);
const FfxFloat32x2 fSrcSampleOffset = fBaseSampleOffset + fOffset;
const FfxInt32x2 iSrcSamplePos = FfxInt32x2(iSrcInputPos) + FfxInt32x2(offsetTL) + sampleColRow;
const FfxFloat32 fOnScreenFactor = FfxFloat32(IsOnScreen(FfxInt32x2(iSrcSamplePos), FfxInt32x2(RenderSize())));
if (!bIsInitialSample)
{
const FfxFloat32 fSampleWeight = fOnScreenFactor * FfxFloat32(GetUpsampleLanczosWeight(fSrcSampleOffset, fKernelBias));
data.fUpsampledColor += fSamples[iSampleIndex] * fSampleWeight;
data.fUpsampledWeight += fSampleWeight;
}
// Update rectification box
{
const FfxFloat32 fRectificationCurveBias = -2.3f;
const FfxFloat32 fSrcSampleOffsetSq = dot(fSrcSampleOffset, fSrcSampleOffset);
const FfxFloat32 fBoxSampleWeight = exp(fRectificationCurveBias * fSrcSampleOffsetSq) * fOnScreenFactor;
const FfxBoolean bInitialSample = (row == 0) && (col == 0);
RectificationBoxAddSample(bInitialSample, data.clippingBox, fSamples[iSampleIndex], fBoxSampleWeight);
}
++iSampleIndex;
}
}
RectificationBoxComputeVarianceBoxData(data.clippingBox);
data.fUpsampledWeight *= FfxFloat32(data.fUpsampledWeight > FSR3UPSCALER_EPSILON);
if (data.fUpsampledWeight > FSR3UPSCALER_EPSILON) {
// Normalize for deringing (we need to compare colors)
data.fUpsampledColor = data.fUpsampledColor / data.fUpsampledWeight;
data.fUpsampledWeight *= fAverageLanczosWeightPerFrame;
Deringing(data.clippingBox, data.fUpsampledColor);
}
// Initial samples using tonemapped upsampling
if (bIsInitialSample) {
#if FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
data.fUpsampledColor = RGBToYCoCg(InverseTonemap(YCoCgToRGB(data.clippingBox.boxCenter)));
#else
data.fUpsampledColor = data.clippingBox.boxCenter;
#endif
data.fUpsampledWeight = 1.0f;
data.fHistoryWeight = 0.0f;
}
}