119 lines
5.2 KiB
C
119 lines
5.2 KiB
C
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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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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//
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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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// Use hitcounter feedback
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#define FFX_CLASSIFIER_FLAGS_USE_HIT_COUNTER (1 << 0)
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// Traverse in screen space
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#define FFX_CLASSIFIER_FLAGS_USE_SCREEN_SPACE (1 << 1)
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// Traverse using HW ray tracing
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#define FFX_CLASSIFIER_FLAGS_USE_RAY_TRACING (1 << 2)
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// Iterate BVH to search for the opaque fragment
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#define FFX_CLASSIFIER_FLAGS_RESOLVE_TRANSPARENT (1 << 3)
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// Grab radiance from screen space shaded image for ray traced intersections, when possible
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#define FFX_CLASSIFIER_FLAGS_SHADING_USE_SCREEN (1 << 5)
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// defines FFX_HSR_OPTION_SHADING_USE_SCREEN
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// Extra flags for debugging
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#define FFX_CLASSIFIER_FLAGS_FLAG_0 (1 << 9)
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#define FFX_CLASSIFIER_FLAGS_FLAG_1 (1 << 10)
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#define FFX_CLASSIFIER_FLAGS_FLAG_2 (1 << 11)
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#define FFX_CLASSIFIER_FLAGS_FLAG_3 (1 << 12)
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// Visualization tweaking
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#define FFX_CLASSIFIER_FLAGS_SHOW_DEBUG_TARGET (1 << 13)
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#define FFX_CLASSIFIER_FLAGS_SHOW_INTERSECTION (1 << 14)
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#define FFX_CLASSIFIER_FLAGS_SHOW_REFLECTION_TARGET (1 << 15)
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#define FFX_CLASSIFIER_FLAGS_APPLY_REFLECTIONS (1 << 16)
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#define FFX_CLASSIFIER_FLAGS_INTERSECTION_ACCUMULATE (1 << 17)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_WAVES (1 << 18)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_AVG_RADIANCE (1 << 19)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_VARIANCE (1 << 20)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_NUM_SAMPLES (1 << 21)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_RAY_LENGTH (1 << 23)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_REPROJECTION (1 << 25)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_TRANSPARENT_QUERY (1 << 26)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_HIT_COUNTER (1 << 27)
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#define FFX_CLASSIFIER_FLAGS_VISUALIZE_PRIMARY_RAYS (1 << 28)
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#if defined(FFX_GPU)
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#define FFX_REFLECTIONS_SKY_DISTANCE 100.0f
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// Helper defines for hitcouter and classification
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#define FFX_HITCOUNTER_SW_HIT_FLAG (1u << 0u)
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#define FFX_HITCOUNTER_SW_HIT_SHIFT 0u
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#define FFX_HITCOUNTER_SW_OLD_HIT_SHIFT 8u
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#define FFX_HITCOUNTER_MASK 0xffu
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#define FFX_HITCOUNTER_SW_MISS_FLAG (1u << 16u)
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#define FFX_HITCOUNTER_SW_MISS_SHIFT 16u
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#define FFX_HITCOUNTER_SW_OLD_MISS_SHIFT 24u
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#define FFX_Hitcounter_GetSWHits(counter) ((counter >> FFX_HITCOUNTER_SW_HIT_SHIFT) & FFX_HITCOUNTER_MASK)
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#define FFX_Hitcounter_GetSWMisses(counter) ((counter >> FFX_HITCOUNTER_SW_MISS_SHIFT) & FFX_HITCOUNTER_MASK)
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#define FFX_Hitcounter_GetOldSWHits(counter) ((counter >> FFX_HITCOUNTER_SW_OLD_HIT_SHIFT) & FFX_HITCOUNTER_MASK)
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#define FFX_Hitcounter_GetOldSWMisses(counter) ((counter >> FFX_HITCOUNTER_SW_OLD_MISS_SHIFT) & FFX_HITCOUNTER_MASK)
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//=== Common functions of the HsrSample ===
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void UnpackRayCoords(FfxUInt32 packed, FFX_PARAMETER_OUT FfxUInt32x2 ray_coord, FFX_PARAMETER_OUT FfxBoolean copy_horizontal, FFX_PARAMETER_OUT FfxBoolean copy_vertical, FFX_PARAMETER_OUT FfxBoolean copy_diagonal) {
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ray_coord.x = (packed >> 0) & 32767; // 0b111111111111111;
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ray_coord.y = (packed >> 15) & 16383; // 0b11111111111111;
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copy_horizontal = FfxBoolean((packed >> 29) & 1u);
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copy_vertical = FfxBoolean((packed >> 30) & 1u);
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copy_diagonal = FfxBoolean((packed >> 31) & 1u);
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}
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// Mat must be able to transform origin from texture space to a linear space.
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FfxFloat32x3 InvProjectPosition(FfxFloat32x3 coord, FfxFloat32Mat4 mat) {
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coord.y = (1 - coord.y);
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coord.xy = 2 * coord.xy - 1;
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FfxFloat32x4 projected = FFX_MATRIX_MULTIPLY(mat, FfxFloat32x4(coord, 1));
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projected.xyz /= projected.w;
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return projected.xyz;
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}
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FfxBoolean IsGlossyReflection(FfxFloat32 roughness) {
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return roughness < RoughnessThreshold();
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}
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FfxFloat32x3 ScreenSpaceToViewSpace(FfxFloat32x3 screen_uv_coord) {
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return InvProjectPosition(screen_uv_coord, InvProjection());
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}
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FfxBoolean IsBackground(FfxFloat32 depth)
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{
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#if FFX_CLASSIFIER_OPTION_INVERTED_DEPTH
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return depth < 1.e-6f;
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#else
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return depth >= (1.0f - 1.e-6f);
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#endif
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}
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// Rounds value to the nearest multiple of 8
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FfxUInt32x2 FFX_DNSR_Reflections_RoundUp8(FfxUInt32x2 value) {
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FfxUInt32x2 round_down = value & ~7; // 0b111;
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return FFX_SELECT((round_down == value), value, value + 8);
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}
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#endif
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