diff --git a/thirdparty/amd-fsr2/ffx_fsr2.cpp b/thirdparty/amd-fsr2/ffx_fsr2.cpp index 3970aa7f5b..ec571b9cd2 100644 --- a/thirdparty/amd-fsr2/ffx_fsr2.cpp +++ b/thirdparty/amd-fsr2/ffx_fsr2.cpp @@ -952,6 +952,8 @@ static FfxErrorCode fsr2Dispatch(FfxFsr2Context_Private* context, const FfxFsr2D context->constants.lumaMipDimensions[0] = uint32_t(context->constants.maxRenderSize[0] / mipDiv); context->constants.lumaMipDimensions[1] = uint32_t(context->constants.maxRenderSize[1] / mipDiv); + memcpy(context->constants.reprojectionMatrix, params->reprojectionMatrix, sizeof(context->constants.reprojectionMatrix)); + // reactive mask bias const int32_t threadGroupWorkRegionDim = 8; const int32_t dispatchSrcX = (context->constants.renderSize[0] + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; diff --git a/thirdparty/amd-fsr2/ffx_fsr2.h b/thirdparty/amd-fsr2/ffx_fsr2.h index 2a1c74abb1..dfcd4caf35 100644 --- a/thirdparty/amd-fsr2/ffx_fsr2.h +++ b/thirdparty/amd-fsr2/ffx_fsr2.h @@ -146,6 +146,7 @@ typedef struct FfxFsr2DispatchDescription { float autoReactiveScale; ///< A value to scale the reactive mask float autoReactiveMax; ///< A value to clamp the reactive mask + float reprojectionMatrix[16]; ///< The matrix used for reprojecting pixels with invalid motion vectors by using the depth. } FfxFsr2DispatchDescription; /// A structure encapsulating the parameters for automatic generation of a reactive mask diff --git a/thirdparty/amd-fsr2/ffx_fsr2_private.h b/thirdparty/amd-fsr2/ffx_fsr2_private.h index 6b5fbc5117..8a9aec5778 100644 --- a/thirdparty/amd-fsr2/ffx_fsr2_private.h +++ b/thirdparty/amd-fsr2/ffx_fsr2_private.h @@ -44,6 +44,9 @@ typedef struct Fsr2Constants { float deltaTime; float dynamicResChangeFactor; float viewSpaceToMetersFactor; + + float pad; + float reprojectionMatrix[16]; } Fsr2Constants; struct FfxFsr2ContextDescription; diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_accumulate_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_accumulate_pass.glsl index 31d68292d4..2e98c8a6c5 100644 --- a/thirdparty/amd-fsr2/shaders/ffx_fsr2_accumulate_pass.glsl +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_accumulate_pass.glsl @@ -35,7 +35,7 @@ #endif #define FSR2_BIND_SRV_INTERNAL_UPSCALED 3 #define FSR2_BIND_SRV_LOCK_STATUS 4 -#define FSR2_BIND_SRV_INPUT_DEPTH_CLIP 5 +//#define FSR2_BIND_SRV_INPUT_DEPTH_CLIP 5 #define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 6 #define FSR2_BIND_SRV_LUMA_INSTABILITY 7 #define FSR2_BIND_SRV_LANCZOS_LUT 8 @@ -52,6 +52,10 @@ #define FSR2_BIND_CB_FSR2 18 +#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS +#define FSR2_BIND_SRV_INPUT_DEPTH 5 +#endif + #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h" #include "ffx_fsr2_sample.h" diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h b/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h index 10da13fb81..b610037cc6 100644 --- a/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_callbacks_glsl.h @@ -52,6 +52,9 @@ FfxFloat32 fDeltaTime; FfxFloat32 fDynamicResChangeFactor; FfxFloat32 fViewSpaceToMetersFactor; + + FfxFloat32 fPad; + mat4 mReprojectionMatrix; } cbFSR2; #endif @@ -317,7 +320,11 @@ FfxFloat32 LoadInputDepth(FfxInt32x2 iPxPos) #if defined(FSR2_BIND_SRV_REACTIVE_MASK) FfxFloat32 LoadReactiveMask(FfxInt32x2 iPxPos) { +#if FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP + return min(texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r, 0.9f); +#else return texelFetch(r_reactive_mask, FfxInt32x2(iPxPos), 0).r; +#endif } #endif @@ -354,6 +361,16 @@ FfxFloat32x2 LoadInputMotionVector(FfxInt32x2 iPxDilatedMotionVectorPos) { FfxFloat32x2 fSrcMotionVector = texelFetch(r_input_motion_vectors, iPxDilatedMotionVectorPos, 0).xy; +#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS + bool bInvalidMotionVector = all(lessThanEqual(fSrcMotionVector, vec2(-1.0f, -1.0f))); + if (bInvalidMotionVector) + { + FfxFloat32 fSrcDepth = LoadInputDepth(iPxDilatedMotionVectorPos); + FfxFloat32x2 fUv = (iPxDilatedMotionVectorPos + FfxFloat32(0.5)) / RenderSize(); + fSrcMotionVector = FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS_FUNCTION(fUv, fSrcDepth, cbFSR2.mReprojectionMatrix); + } +#endif + FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale(); #if FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl index 7d6a66b8ac..5c042c332a 100644 --- a/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl @@ -40,6 +40,10 @@ #define FSR2_BIND_CB_FSR2 11 #define FSR2_BIND_CB_REACTIVE 12 +#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS +#define FSR2_BIND_SRV_INPUT_DEPTH 13 +#endif + #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h"