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FidelityFX FSR v2.1.1
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rys committed Sep 15, 2022
1 parent ea97a11 commit f8b3d1b
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6 changes: 5 additions & 1 deletion changelog.md
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@@ -1,9 +1,13 @@

2022-09-13 | FidelityFX Super Resolution 2.1.1
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- Fix issue with reprojection data on a reset.

2022-09-06 | FidelityFX Super Resolution 2.1
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- Reactivity mask now uses full range of value in the mask (0.0 - 1.0).
- Reactivity and Composition and Transparency mask dialation is now based on input colors to avoid expanding reactiveness into non-relevant upscaled areas.
- Disocclusion logic improved in order to detect disocclusions in areas with very small depth deparation.
- Disocclusion logic improved in order to detect disocclusions in areas with very small depth separation.
- RCAS Pass forced to fp32 mode to reduce chance of issues seen with HDR input values.
- Fix for display-resolution motion vectors interpretation.
- FP16/FP32 computation review, readjusting balance of fp16/fp32 for maximum quality.
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3 changes: 2 additions & 1 deletion release_notes.txt
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FidelityFX Super Resolution 2.1
FidelityFX Super Resolution 2.1.1
=================================

Features
Expand All @@ -20,6 +20,7 @@ Changes
- Various documentation edits for spelling.
- Clarified the frame delta time input value within the readme documentation.
- Fixed issue with bad memset within the shader blob selection logic.
- Fix issue with reprojection data on a reset.

Limitations
-----------
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2 changes: 1 addition & 1 deletion src/ffx-fsr2-api/ffx_fsr2.h
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Expand Up @@ -40,7 +40,7 @@
/// FidelityFX Super Resolution 2 patch version.
///
/// @ingroup FSR2
#define FFX_FSR2_VERSION_PATCH (0)
#define FFX_FSR2_VERSION_PATCH (1)

/// The size of the context specified in 32bit values.
///
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3 changes: 2 additions & 1 deletion src/ffx-fsr2-api/shaders/ffx_fsr2_accumulate.h
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Expand Up @@ -182,6 +182,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
const FfxFloat32x2 fDilatedReactiveMasks = SampleDilatedReactiveMasks(fLrUvJittered);
const FfxFloat32 fReactiveMax = fDilatedReactiveMasks.x;
const FfxFloat32 fAccumulationMask = fDilatedReactiveMasks.y;
const FfxBoolean bIsResetFrame = (0 == FrameIndex());

FfxFloat32x4 fHistoryColorAndWeight = FfxFloat32x4(0, 0, 0, 0);
FfxFloat32x3 fLockStatus;
Expand All @@ -191,7 +192,7 @@ void Accumulate(FfxInt32x2 iPxHrPos)
FfxFloat32x2 fReprojectedHrUv = FfxFloat32x2(0, 0);
ComputeReprojectedUVs(iPxHrPos, fMotionVector, fReprojectedHrUv, bIsExistingSample);

if (bIsExistingSample) {
if (bIsExistingSample && !bIsResetFrame) {
ReprojectHistoryColor(iPxHrPos, fReprojectedHrUv, fHistoryColorAndWeight);
ReprojectHistoryLockStatus(iPxHrPos, fReprojectedHrUv, fLockStatus);
}
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