mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
|
// This file is part of the FidelityFX SDK.
|
||
|
//
|
||
|
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
|
||
|
//
|
||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
// of this software and associated documentation files (the "Software"), to deal
|
||
|
// in the Software without restriction, including without limitation the rights
|
||
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
// copies of the Software, and to permit persons to whom the Software is
|
||
|
// furnished to do so, subject to the following conditions:
|
||
|
// The above copyright notice and this permission notice shall be included in
|
||
|
// all copies or substantial portions of the Software.
|
||
|
//
|
||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||
|
// THE SOFTWARE.
|
||
|
|
||
|
#ifndef FFX_FSR2_LOCK_H
|
||
|
#define FFX_FSR2_LOCK_H
|
||
|
|
||
|
void ClearResourcesForNextFrame(in FfxInt32x2 iPxHrPos)
|
||
|
{
|
||
|
if (all(FFX_LESS_THAN(iPxHrPos, FfxInt32x2(RenderSize()))))
|
||
|
{
|
||
|
#if FFX_FSR2_OPTION_INVERTED_DEPTH
|
||
|
const FfxUInt32 farZ = 0x0;
|
||
|
#else
|
||
|
const FfxUInt32 farZ = 0x3f800000;
|
||
|
#endif
|
||
|
SetReconstructedDepth(iPxHrPos, farZ);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FfxBoolean ComputeThinFeatureConfidence(FfxInt32x2 pos)
|
||
|
{
|
||
|
const FfxInt32 RADIUS = 1;
|
||
|
|
||
|
FfxFloat32 fNucleus = LoadLockInputLuma(pos);
|
||
|
|
||
|
FfxFloat32 similar_threshold = 1.05f;
|
||
|
FfxFloat32 dissimilarLumaMin = FSR2_FLT_MAX;
|
||
|
FfxFloat32 dissimilarLumaMax = 0;
|
||
|
|
||
|
/*
|
||
|
0 1 2
|
||
|
3 4 5
|
||
|
6 7 8
|
||
|
*/
|
||
|
|
||
|
#define SETBIT(x) (1U << x)
|
||
|
|
||
|
FfxUInt32 mask = SETBIT(4); //flag fNucleus as similar
|
||
|
|
||
|
const FfxUInt32 uNumRejectionMasks = 4;
|
||
|
const FfxUInt32 uRejectionMasks[uNumRejectionMasks] = {
|
||
|
SETBIT(0) | SETBIT(1) | SETBIT(3) | SETBIT(4), //Upper left
|
||
|
SETBIT(1) | SETBIT(2) | SETBIT(4) | SETBIT(5), //Upper right
|
||
|
SETBIT(3) | SETBIT(4) | SETBIT(6) | SETBIT(7), //Lower left
|
||
|
SETBIT(4) | SETBIT(5) | SETBIT(7) | SETBIT(8), //Lower right
|
||
|
};
|
||
|
|
||
|
FfxInt32 idx = 0;
|
||
|
FFX_UNROLL
|
||
|
for (FfxInt32 y = -RADIUS; y <= RADIUS; y++) {
|
||
|
FFX_UNROLL
|
||
|
for (FfxInt32 x = -RADIUS; x <= RADIUS; x++, idx++) {
|
||
|
if (x == 0 && y == 0) continue;
|
||
|
|
||
|
FfxInt32x2 samplePos = ClampLoad(pos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
|
||
|
|
||
|
FfxFloat32 sampleLuma = LoadLockInputLuma(samplePos);
|
||
|
FfxFloat32 difference = ffxMax(sampleLuma, fNucleus) / ffxMin(sampleLuma, fNucleus);
|
||
|
|
||
|
if (difference > 0 && (difference < similar_threshold)) {
|
||
|
mask |= SETBIT(idx);
|
||
|
} else {
|
||
|
dissimilarLumaMin = ffxMin(dissimilarLumaMin, sampleLuma);
|
||
|
dissimilarLumaMax = ffxMax(dissimilarLumaMax, sampleLuma);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FfxBoolean isRidge = fNucleus > dissimilarLumaMax || fNucleus < dissimilarLumaMin;
|
||
|
|
||
|
if (FFX_FALSE == isRidge) {
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
FFX_UNROLL
|
||
|
for (FfxInt32 i = 0; i < 4; i++) {
|
||
|
|
||
|
if ((mask & uRejectionMasks[i]) == uRejectionMasks[i]) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ComputeLock(FfxInt32x2 iPxLrPos)
|
||
|
{
|
||
|
if (ComputeThinFeatureConfidence(iPxLrPos))
|
||
|
{
|
||
|
StoreNewLocks(ComputeHrPosFromLrPos(iPxLrPos), 1.f);
|
||
|
}
|
||
|
|
||
|
ClearResourcesForNextFrame(iPxLrPos);
|
||
|
}
|
||
|
|
||
|
#endif // FFX_FSR2_LOCK_H
|