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https://github.com/godotengine/godot.git
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057367bf4f
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#ifndef FFX_FSR2_LOCK_H
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#define FFX_FSR2_LOCK_H
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void ClearResourcesForNextFrame(in FfxInt32x2 iPxHrPos)
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{
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if (all(FFX_LESS_THAN(iPxHrPos, FfxInt32x2(RenderSize()))))
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{
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#if FFX_FSR2_OPTION_INVERTED_DEPTH
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const FfxUInt32 farZ = 0x0;
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#else
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const FfxUInt32 farZ = 0x3f800000;
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#endif
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SetReconstructedDepth(iPxHrPos, farZ);
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}
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}
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FfxBoolean ComputeThinFeatureConfidence(FfxInt32x2 pos)
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{
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const FfxInt32 RADIUS = 1;
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FfxFloat32 fNucleus = LoadLockInputLuma(pos);
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FfxFloat32 similar_threshold = 1.05f;
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FfxFloat32 dissimilarLumaMin = FSR2_FLT_MAX;
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FfxFloat32 dissimilarLumaMax = 0;
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/*
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0 1 2
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3 4 5
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6 7 8
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*/
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#define SETBIT(x) (1U << x)
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FfxUInt32 mask = SETBIT(4); //flag fNucleus as similar
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const FfxUInt32 uNumRejectionMasks = 4;
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const FfxUInt32 uRejectionMasks[uNumRejectionMasks] = {
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SETBIT(0) | SETBIT(1) | SETBIT(3) | SETBIT(4), //Upper left
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SETBIT(1) | SETBIT(2) | SETBIT(4) | SETBIT(5), //Upper right
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SETBIT(3) | SETBIT(4) | SETBIT(6) | SETBIT(7), //Lower left
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SETBIT(4) | SETBIT(5) | SETBIT(7) | SETBIT(8), //Lower right
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};
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FfxInt32 idx = 0;
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FFX_UNROLL
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for (FfxInt32 y = -RADIUS; y <= RADIUS; y++) {
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FFX_UNROLL
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for (FfxInt32 x = -RADIUS; x <= RADIUS; x++, idx++) {
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if (x == 0 && y == 0) continue;
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FfxInt32x2 samplePos = ClampLoad(pos, FfxInt32x2(x, y), FfxInt32x2(RenderSize()));
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FfxFloat32 sampleLuma = LoadLockInputLuma(samplePos);
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FfxFloat32 difference = ffxMax(sampleLuma, fNucleus) / ffxMin(sampleLuma, fNucleus);
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if (difference > 0 && (difference < similar_threshold)) {
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mask |= SETBIT(idx);
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} else {
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dissimilarLumaMin = ffxMin(dissimilarLumaMin, sampleLuma);
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dissimilarLumaMax = ffxMax(dissimilarLumaMax, sampleLuma);
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}
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}
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}
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FfxBoolean isRidge = fNucleus > dissimilarLumaMax || fNucleus < dissimilarLumaMin;
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if (FFX_FALSE == isRidge) {
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return false;
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}
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FFX_UNROLL
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for (FfxInt32 i = 0; i < 4; i++) {
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if ((mask & uRejectionMasks[i]) == uRejectionMasks[i]) {
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return false;
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}
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}
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return true;
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}
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void ComputeLock(FfxInt32x2 iPxLrPos)
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{
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if (ComputeThinFeatureConfidence(iPxLrPos))
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{
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StoreNewLocks(ComputeHrPosFromLrPos(iPxLrPos), 1.f);
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}
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ClearResourcesForNextFrame(iPxLrPos);
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}
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#endif // FFX_FSR2_LOCK_H
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