godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_common.h
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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.
2023-09-25 10:37:47 -03:00

566 lines
18 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.
#if !defined(FFX_FSR2_COMMON_H)
#define FFX_FSR2_COMMON_H
#if defined(FFX_CPU) || defined(FFX_GPU)
//Locks
#define LOCK_LIFETIME_REMAINING 0
#define LOCK_TEMPORAL_LUMA 1
#endif // #if defined(FFX_CPU) || defined(FFX_GPU)
#if defined(FFX_GPU)
FFX_STATIC const FfxFloat32 FSR2_FP16_MIN = 6.10e-05f;
FFX_STATIC const FfxFloat32 FSR2_FP16_MAX = 65504.0f;
FFX_STATIC const FfxFloat32 FSR2_EPSILON = 1e-03f;
FFX_STATIC const FfxFloat32 FSR2_TONEMAP_EPSILON = 1.0f / FSR2_FP16_MAX;
FFX_STATIC const FfxFloat32 FSR2_FLT_MAX = 3.402823466e+38f;
FFX_STATIC const FfxFloat32 FSR2_FLT_MIN = 1.175494351e-38f;
// treat vector truncation warnings as errors
#pragma warning(error: 3206)
// suppress warnings
#pragma warning(disable: 3205) // conversion from larger type to smaller
#pragma warning(disable: 3571) // in ffxPow(f, e), f could be negative
// Reconstructed depth usage
FFX_STATIC const FfxFloat32 fReconstructedDepthBilinearWeightThreshold = 0.01f;
// Accumulation
FFX_STATIC const FfxFloat32 fUpsampleLanczosWeightScale = 1.0f / 12.0f;
FFX_STATIC const FfxFloat32 fMaxAccumulationLanczosWeight = 1.0f;
FFX_STATIC const FfxFloat32 fAverageLanczosWeightPerFrame = 0.74f * fUpsampleLanczosWeightScale; // Average lanczos weight for jitter accumulated samples
FFX_STATIC const FfxFloat32 fAccumulationMaxOnMotion = 3.0f * fUpsampleLanczosWeightScale;
// Auto exposure
FFX_STATIC const FfxFloat32 resetAutoExposureAverageSmoothing = 1e8f;
struct AccumulationPassCommonParams
{
FfxInt32x2 iPxHrPos;
FfxFloat32x2 fHrUv;
FfxFloat32x2 fLrUv_HwSampler;
FfxFloat32x2 fMotionVector;
FfxFloat32x2 fReprojectedHrUv;
FfxFloat32 fHrVelocity;
FfxFloat32 fDepthClipFactor;
FfxFloat32 fDilatedReactiveFactor;
FfxFloat32 fAccumulationMask;
FfxBoolean bIsResetFrame;
FfxBoolean bIsExistingSample;
FfxBoolean bIsNewSample;
};
struct LockState
{
FfxBoolean NewLock; //Set for both unique new and re-locked new
FfxBoolean WasLockedPrevFrame; //Set to identify if the pixel was already locked (relock)
};
void InitializeNewLockSample(FFX_PARAMETER_OUT FfxFloat32x2 fLockStatus)
{
fLockStatus = FfxFloat32x2(0, 0);
}
#if FFX_HALF
void InitializeNewLockSample(FFX_PARAMETER_OUT FFX_MIN16_F2 fLockStatus)
{
fLockStatus = FFX_MIN16_F2(0, 0);
}
#endif
void KillLock(FFX_PARAMETER_INOUT FfxFloat32x2 fLockStatus)
{
fLockStatus[LOCK_LIFETIME_REMAINING] = 0;
}
#if FFX_HALF
void KillLock(FFX_PARAMETER_INOUT FFX_MIN16_F2 fLockStatus)
{
fLockStatus[LOCK_LIFETIME_REMAINING] = FFX_MIN16_F(0);
}
#endif
struct RectificationBox
{
FfxFloat32x3 boxCenter;
FfxFloat32x3 boxVec;
FfxFloat32x3 aabbMin;
FfxFloat32x3 aabbMax;
FfxFloat32 fBoxCenterWeight;
};
#if FFX_HALF
struct RectificationBoxMin16
{
FFX_MIN16_F3 boxCenter;
FFX_MIN16_F3 boxVec;
FFX_MIN16_F3 aabbMin;
FFX_MIN16_F3 aabbMax;
FFX_MIN16_F fBoxCenterWeight;
};
#endif
void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBox rectificationBox)
{
rectificationBox.fBoxCenterWeight = FfxFloat32(0);
rectificationBox.boxCenter = FfxFloat32x3(0, 0, 0);
rectificationBox.boxVec = FfxFloat32x3(0, 0, 0);
rectificationBox.aabbMin = FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX);
rectificationBox.aabbMax = -FfxFloat32x3(FSR2_FLT_MAX, FSR2_FLT_MAX, FSR2_FLT_MAX);
}
#if FFX_HALF
void RectificationBoxReset(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox)
{
rectificationBox.fBoxCenterWeight = FFX_MIN16_F(0);
rectificationBox.boxCenter = FFX_MIN16_F3(0, 0, 0);
rectificationBox.boxVec = FFX_MIN16_F3(0, 0, 0);
rectificationBox.aabbMin = FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX);
rectificationBox.aabbMax = -FFX_MIN16_F3(FSR2_FP16_MAX, FSR2_FP16_MAX, FSR2_FP16_MAX);
}
#endif
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;
}
}
#if FFX_HALF
void RectificationBoxAddInitialSample(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight)
{
rectificationBox.aabbMin = colorSample;
rectificationBox.aabbMax = colorSample;
FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight;
rectificationBox.boxCenter = weightedSample;
rectificationBox.boxVec = colorSample * weightedSample;
rectificationBox.fBoxCenterWeight = fSampleWeight;
}
void RectificationBoxAddSample(FfxBoolean bInitialSample, FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox, const FFX_MIN16_F3 colorSample, const FFX_MIN16_F fSampleWeight)
{
if (bInitialSample) {
RectificationBoxAddInitialSample(rectificationBox, colorSample, fSampleWeight);
} else {
rectificationBox.aabbMin = ffxMin(rectificationBox.aabbMin, colorSample);
rectificationBox.aabbMax = ffxMax(rectificationBox.aabbMax, colorSample);
FFX_MIN16_F3 weightedSample = colorSample * fSampleWeight;
rectificationBox.boxCenter += weightedSample;
rectificationBox.boxVec += colorSample * weightedSample;
rectificationBox.fBoxCenterWeight += fSampleWeight;
}
}
#endif
void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBox rectificationBox)
{
rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FfxFloat32(FSR2_EPSILON) ? 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;
}
#if FFX_HALF
void RectificationBoxComputeVarianceBoxData(FFX_PARAMETER_INOUT RectificationBoxMin16 rectificationBox)
{
rectificationBox.fBoxCenterWeight = (abs(rectificationBox.fBoxCenterWeight) > FFX_MIN16_F(FSR2_EPSILON) ? rectificationBox.fBoxCenterWeight : FFX_MIN16_F(1.f));
rectificationBox.boxCenter /= rectificationBox.fBoxCenterWeight;
rectificationBox.boxVec /= rectificationBox.fBoxCenterWeight;
FFX_MIN16_F3 stdDev = sqrt(abs(rectificationBox.boxVec - rectificationBox.boxCenter * rectificationBox.boxCenter));
rectificationBox.boxVec = stdDev;
}
#endif
FfxFloat32x3 SafeRcp3(FfxFloat32x3 v)
{
return (all(FFX_NOT_EQUAL(v, FfxFloat32x3(0, 0, 0)))) ? (FfxFloat32x3(1, 1, 1) / v) : FfxFloat32x3(0, 0, 0);
}
#if FFX_HALF
FFX_MIN16_F3 SafeRcp3(FFX_MIN16_F3 v)
{
return (all(FFX_NOT_EQUAL(v, FFX_MIN16_F3(0, 0, 0)))) ? (FFX_MIN16_F3(1, 1, 1) / v) : FFX_MIN16_F3(0, 0, 0);
}
#endif
FfxFloat32 MinDividedByMax(const FfxFloat32 v0, const FfxFloat32 v1)
{
const FfxFloat32 m = ffxMax(v0, v1);
return m != 0 ? ffxMin(v0, v1) / m : 0;
}
#if FFX_HALF
FFX_MIN16_F MinDividedByMax(const FFX_MIN16_F v0, const FFX_MIN16_F v1)
{
const FFX_MIN16_F m = ffxMax(v0, v1);
return m != FFX_MIN16_F(0) ? ffxMin(v0, v1) / m : FFX_MIN16_F(0);
}
#endif
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;
}
#if FFX_HALF
FFX_MIN16_F3 YCoCgToRGB(FFX_MIN16_F3 fYCoCg)
{
FFX_MIN16_F3 fRgb;
fRgb = FFX_MIN16_F3(
fYCoCg.x + fYCoCg.y - fYCoCg.z,
fYCoCg.x + fYCoCg.z,
fYCoCg.x - fYCoCg.y - fYCoCg.z);
return fRgb;
}
#endif
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;
}
#if FFX_HALF
FFX_MIN16_F3 RGBToYCoCg(FFX_MIN16_F3 fRgb)
{
FFX_MIN16_F3 fYCoCg;
fYCoCg = FFX_MIN16_F3(
0.25 * fRgb.r + 0.5 * fRgb.g + 0.25 * fRgb.b,
0.5 * fRgb.r - 0.5 * fRgb.b,
-0.25 * fRgb.r + 0.5 * fRgb.g - 0.25 * fRgb.b);
return fYCoCg;
}
#endif
FfxFloat32 RGBToLuma(FfxFloat32x3 fLinearRgb)
{
return dot(fLinearRgb, FfxFloat32x3(0.2126f, 0.7152f, 0.0722f));
}
#if FFX_HALF
FFX_MIN16_F RGBToLuma(FFX_MIN16_F3 fLinearRgb)
{
return dot(fLinearRgb, FFX_MIN16_F3(0.2126f, 0.7152f, 0.0722f));
}
#endif
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;
}
#if FFX_HALF
FFX_MIN16_F RGBToPerceivedLuma(FFX_MIN16_F3 fLinearRgb)
{
FFX_MIN16_F fLuminance = RGBToLuma(fLinearRgb);
FFX_MIN16_F fPercievedLuminance = FFX_MIN16_F(0);
if (fLuminance <= FFX_MIN16_F(216.0f / 24389.0f)) {
fPercievedLuminance = fLuminance * FFX_MIN16_F(24389.0f / 27.0f);
}
else {
fPercievedLuminance = ffxPow(fLuminance, FFX_MIN16_F(1.0f / 3.0f)) * FFX_MIN16_F(116.0f) - FFX_MIN16_F(16.0f);
}
return fPercievedLuminance * FFX_MIN16_F(0.01f);
}
#endif
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(FSR2_TONEMAP_EPSILON, 1.f - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx;
}
#if FFX_HALF
FFX_MIN16_F3 Tonemap(FFX_MIN16_F3 fRgb)
{
return fRgb / (ffxMax(ffxMax(FFX_MIN16_F(0.f), fRgb.r), ffxMax(fRgb.g, fRgb.b)) + FFX_MIN16_F(1.f)).xxx;
}
FFX_MIN16_F3 InverseTonemap(FFX_MIN16_F3 fRgb)
{
return fRgb / ffxMax(FFX_MIN16_F(FSR2_TONEMAP_EPSILON), FFX_MIN16_F(1.f) - ffxMax(fRgb.r, ffxMax(fRgb.g, fRgb.b))).xxx;
}
#endif
FfxInt32x2 ClampLoad(FfxInt32x2 iPxSample, FfxInt32x2 iPxOffset, FfxInt32x2 iTextureSize)
{
FfxInt32x2 result = iPxSample + iPxOffset;
result.x = (iPxOffset.x < 0) ? ffxMax(result.x, 0) : result.x;
result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - 1) : result.x;
result.y = (iPxOffset.y < 0) ? ffxMax(result.y, 0) : result.y;
result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - 1) : result.y;
return result;
// return ffxMed3(iPxSample + iPxOffset, FfxInt32x2(0, 0), iTextureSize - FfxInt32x2(1, 1));
}
#if FFX_HALF
FFX_MIN16_I2 ClampLoad(FFX_MIN16_I2 iPxSample, FFX_MIN16_I2 iPxOffset, FFX_MIN16_I2 iTextureSize)
{
FFX_MIN16_I2 result = iPxSample + iPxOffset;
result.x = (iPxOffset.x < 0) ? ffxMax(result.x, FFX_MIN16_I(0)) : result.x;
result.x = (iPxOffset.x > 0) ? ffxMin(result.x, iTextureSize.x - FFX_MIN16_I(1)) : result.x;
result.y = (iPxOffset.y < 0) ? ffxMax(result.y, FFX_MIN16_I(0)) : result.y;
result.y = (iPxOffset.y > 0) ? ffxMin(result.y, iTextureSize.y - FFX_MIN16_I(1)) : result.y;
return result;
// return ffxMed3Half(iPxSample + iPxOffset, FFX_MIN16_I2(0, 0), iTextureSize - FFX_MIN16_I2(1, 1));
}
#endif
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)));
}
#if FFX_HALF
FfxBoolean IsOnScreen(FFX_MIN16_I2 pos, FFX_MIN16_I2 size)
{
return all(FFX_LESS_THAN(FFX_MIN16_U2(pos), FFX_MIN16_U2(size)));
}
#endif
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 / Lmax;
}
#if FFX_HALF
FFX_MIN16_F ComputeAutoExposureFromLavg(FFX_MIN16_F Lavg)
{
Lavg = exp(Lavg);
const FFX_MIN16_F S = FFX_MIN16_F(100.0f); //ISO arithmetic speed
const FFX_MIN16_F K = FFX_MIN16_F(12.5f);
const FFX_MIN16_F ExposureISO100 = log2((Lavg * S) / K);
const FFX_MIN16_F q = FFX_MIN16_F(0.65f);
const FFX_MIN16_F Lmax = (FFX_MIN16_F(78.0f) / (q * S)) * ffxPow(FFX_MIN16_F(2.0f), ExposureISO100);
return FFX_MIN16_F(1) / Lmax;
}
#endif
FfxInt32x2 ComputeHrPosFromLrPos(FfxInt32x2 iPxLrPos)
{
FfxFloat32x2 fSrcJitteredPos = FfxFloat32x2(iPxLrPos) + 0.5f - Jitter();
FfxFloat32x2 fLrPosInHr = (fSrcJitteredPos / RenderSize()) * DisplaySize();
FfxInt32x2 iPxHrPos = FfxInt32x2(floor(fLrPosInHr));
return iPxHrPos;
}
#if FFX_HALF
FFX_MIN16_I2 ComputeHrPosFromLrPos(FFX_MIN16_I2 iPxLrPos)
{
FFX_MIN16_F2 fSrcJitteredPos = FFX_MIN16_F2(iPxLrPos) + FFX_MIN16_F(0.5f) - FFX_MIN16_F2(Jitter());
FFX_MIN16_F2 fLrPosInHr = (fSrcJitteredPos / FFX_MIN16_F2(RenderSize())) * FFX_MIN16_F2(DisplaySize());
FFX_MIN16_I2 iPxHrPos = FFX_MIN16_I2(floor(fLrPosInHr));
return iPxHrPos;
}
#endif
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_fsr2.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_FSR2_OPTION_INVERTED_DEPTH
return GetViewSpaceDepth(0.0f) * ViewSpaceToMetersFactor();
#else
return GetViewSpaceDepth(1.0f) * ViewSpaceToMetersFactor();
#endif
}
FfxFloat32x3 PrepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure, FfxFloat32 fPreExposure)
{
fRgb /= fPreExposure;
fRgb *= fExposure;
fRgb = clamp(fRgb, 0.0f, FSR2_FP16_MAX);
return fRgb;
}
FfxFloat32x3 UnprepareRgb(FfxFloat32x3 fRgb, FfxFloat32 fExposure)
{
fRgb /= fExposure;
fRgb *= PreExposure();
return fRgb;
}
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_FSR2_COMMON_H)