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- // 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.
- #pragma once
- #include "ffx_assert.h"
- #include "ffx_types.h"
- #include "ffx_error.h"
- // Include the FSR2 resources defined in the HLSL code. This shared here to avoid getting out of sync.
- #define FFX_CPU
- #include "shaders/ffx_fsr2_resources.h"
- #include "shaders/ffx_fsr2_common.h"
- #if defined(__cplusplus)
- extern "C" {
- #endif // #if defined(__cplusplus)
- FFX_FORWARD_DECLARE(FfxFsr2Interface);
- /// An enumeration of all the passes which constitute the FSR2 algorithm.
- ///
- /// FSR2 is implemented as a composite of several compute passes each
- /// computing a key part of the final result. Each call to the
- /// <c><i>FfxFsr2ScheduleGpuJobFunc</i></c> callback function will
- /// correspond to a single pass included in <c><i>FfxFsr2Pass</i></c>. For a
- /// more comprehensive description of each pass, please refer to the FSR2
- /// reference documentation.
- ///
- /// Please note in some cases e.g.: <c><i>FFX_FSR2_PASS_ACCUMULATE</i></c>
- /// and <c><i>FFX_FSR2_PASS_ACCUMULATE_SHARPEN</i></c> either one pass or the
- /// other will be used (they are mutually exclusive). The choice of which will
- /// depend on the way the <c><i>FfxFsr2Context</i></c> is created and the
- /// precise contents of <c><i>FfxFsr2DispatchParamters</i></c> each time a call
- /// is made to <c><i>ffxFsr2ContextDispatch</i></c>.
- ///
- /// @ingroup FSR2
- typedef enum FfxFsr2Pass {
- FFX_FSR2_PASS_DEPTH_CLIP = 0, ///< A pass which performs depth clipping.
- FFX_FSR2_PASS_RECONSTRUCT_PREVIOUS_DEPTH = 1, ///< A pass which performs reconstruction of previous frame's depth.
- FFX_FSR2_PASS_LOCK = 2, ///< A pass which calculates pixel locks.
- FFX_FSR2_PASS_ACCUMULATE = 3, ///< A pass which performs upscaling.
- FFX_FSR2_PASS_ACCUMULATE_SHARPEN = 4, ///< A pass which performs upscaling when sharpening is used.
- FFX_FSR2_PASS_RCAS = 5, ///< A pass which performs sharpening.
- FFX_FSR2_PASS_COMPUTE_LUMINANCE_PYRAMID = 6, ///< A pass which generates the luminance mipmap chain for the current frame.
- FFX_FSR2_PASS_GENERATE_REACTIVE = 7, ///< An optional pass to generate a reactive mask
- FFX_FSR2_PASS_TCR_AUTOGENERATE = 8, ///< An optional pass to generate a texture-and-composition and reactive masks
- FFX_FSR2_PASS_COUNT ///< The number of passes performed by FSR2.
- } FfxFsr2Pass;
- typedef enum FfxFsr2MsgType {
- FFX_FSR2_MESSAGE_TYPE_ERROR = 0,
- FFX_FSR2_MESSAGE_TYPE_WARNING = 1,
- FFX_FSR2_MESSAGE_TYPE_COUNT
- } FfxFsr2MsgType;
- /// Create and initialize the backend context.
- ///
- /// The callback function sets up the backend context for rendering.
- /// It will create or reference the device and create required internal data structures.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] device The FfxDevice obtained by ffxGetDevice(DX12/VK/...).
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2CreateBackendContextFunc)(
- FfxFsr2Interface* backendInterface,
- FfxDevice device);
- /// Get a list of capabilities of the device.
- ///
- /// When creating an <c><i>FfxFsr2Context</i></c> it is desirable for the FSR2
- /// core implementation to be aware of certain characteristics of the platform
- /// that is being targetted. This is because some optimizations which FSR2
- /// attempts to perform are more effective on certain classes of hardware than
- /// others, or are not supported by older hardware. In order to avoid cases
- /// where optimizations actually have the effect of decreasing performance, or
- /// reduce the breadth of support provided by FSR2, FSR2 queries the
- /// capabilities of the device to make such decisions.
- ///
- /// For target platforms with fixed hardware support you need not implement
- /// this callback function by querying the device, but instead may hardcore
- /// what features are available on the platform.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [out] outDeviceCapabilities The device capabilities structure to fill out.
- /// @param [in] device The device to query for capabilities.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode(*FfxFsr2GetDeviceCapabilitiesFunc)(
- FfxFsr2Interface* backendInterface,
- FfxDeviceCapabilities* outDeviceCapabilities,
- FfxDevice device);
- /// Destroy the backend context and dereference the device.
- ///
- /// This function is called when the <c><i>FfxFsr2Context</i></c> is destroyed.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode(*FfxFsr2DestroyBackendContextFunc)(
- FfxFsr2Interface* backendInterface);
- /// Create a resource.
- ///
- /// This callback is intended for the backend to create internal resources.
- ///
- /// Please note: It is also possible that the creation of resources might
- /// itself cause additional resources to be created by simply calling the
- /// <c><i>FfxFsr2CreateResourceFunc</i></c> function pointer again. This is
- /// useful when handling the initial creation of resources which must be
- /// initialized. The flow in such a case would be an initial call to create the
- /// CPU-side resource, another to create the GPU-side resource, and then a call
- /// to schedule a copy render job to move the data between the two. Typically
- /// this type of function call flow is only seen during the creation of an
- /// <c><i>FfxFsr2Context</i></c>.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] createResourceDescription A pointer to a <c><i>FfxCreateResourceDescription</i></c>.
- /// @param [out] outResource A pointer to a <c><i>FfxResource</i></c> object.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2CreateResourceFunc)(
- FfxFsr2Interface* backendInterface,
- const FfxCreateResourceDescription* createResourceDescription,
- FfxResourceInternal* outResource);
- /// Register a resource in the backend for the current frame.
- ///
- /// Since FSR2 and the backend are not aware how many different
- /// resources will get passed to FSR2 over time, it's not safe
- /// to register all resources simultaneously in the backend.
- /// Also passed resources may not be valid after the dispatch call.
- /// As a result it's safest to register them as FfxResourceInternal
- /// and clear them at the end of the dispatch call.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] inResource A pointer to a <c><i>FfxResource</i></c>.
- /// @param [out] outResource A pointer to a <c><i>FfxResourceInternal</i></c> object.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode(*FfxFsr2RegisterResourceFunc)(
- FfxFsr2Interface* backendInterface,
- const FfxResource* inResource,
- FfxResourceInternal* outResource);
- /// Unregister all temporary FfxResourceInternal from the backend.
- ///
- /// Unregister FfxResourceInternal referencing resources passed to
- /// a function as a parameter.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode(*FfxFsr2UnregisterResourcesFunc)(
- FfxFsr2Interface* backendInterface);
- /// Retrieve a <c><i>FfxResourceDescription</i></c> matching a
- /// <c><i>FfxResource</i></c> structure.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] resource A pointer to a <c><i>FfxResource</i></c> object.
- ///
- /// @returns
- /// A description of the resource.
- ///
- /// @ingroup FSR2
- typedef FfxResourceDescription (*FfxFsr2GetResourceDescriptionFunc)(
- FfxFsr2Interface* backendInterface,
- FfxResourceInternal resource);
- /// Destroy a resource
- ///
- /// This callback is intended for the backend to release an internal resource.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] resource A pointer to a <c><i>FfxResource</i></c> object.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2DestroyResourceFunc)(
- FfxFsr2Interface* backendInterface,
- FfxResourceInternal resource);
- /// Create a render pipeline.
- ///
- /// A rendering pipeline contains the shader as well as resource bindpoints
- /// and samplers.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] pass The identifier for the pass.
- /// @param [in] pipelineDescription A pointer to a <c><i>FfxPipelineDescription</i></c> describing the pipeline to be created.
- /// @param [out] outPipeline A pointer to a <c><i>FfxPipelineState</i></c> structure which should be populated.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2CreatePipelineFunc)(
- FfxFsr2Interface* backendInterface,
- FfxFsr2Pass pass,
- const FfxPipelineDescription* pipelineDescription,
- FfxPipelineState* outPipeline);
- /// Destroy a render pipeline.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [out] pipeline A pointer to a <c><i>FfxPipelineState</i></c> structure which should be released.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2DestroyPipelineFunc)(
- FfxFsr2Interface* backendInterface,
- FfxPipelineState* pipeline);
- /// Schedule a render job to be executed on the next call of
- /// <c><i>FfxFsr2ExecuteGpuJobsFunc</i></c>.
- ///
- /// Render jobs can perform one of three different tasks: clear, copy or
- /// compute dispatches.
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] job A pointer to a <c><i>FfxGpuJobDescription</i></c> structure.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2ScheduleGpuJobFunc)(
- FfxFsr2Interface* backendInterface,
- const FfxGpuJobDescription* job);
- /// Execute scheduled render jobs on the <c><i>comandList</i></c> provided.
- ///
- /// The recording of the graphics API commands should take place in this
- /// callback function, the render jobs which were previously enqueued (via
- /// callbacks made to <c><i>FfxFsr2ScheduleGpuJobFunc</i></c>) should be
- /// processed in the order they were received. Advanced users might choose to
- /// reorder the rendering jobs, but should do so with care to respect the
- /// resource dependencies.
- ///
- /// Depending on the precise contents of <c><i>FfxFsr2DispatchDescription</i></c> a
- /// different number of render jobs might have previously been enqueued (for
- /// example if sharpening is toggled on and off).
- ///
- /// @param [in] backendInterface A pointer to the backend interface.
- /// @param [in] commandList A pointer to a <c><i>FfxCommandList</i></c> structure.
- ///
- /// @retval
- /// FFX_OK The operation completed successfully.
- /// @retval
- /// Anything else The operation failed.
- ///
- /// @ingroup FSR2
- typedef FfxErrorCode (*FfxFsr2ExecuteGpuJobsFunc)(
- FfxFsr2Interface* backendInterface,
- FfxCommandList commandList);
- /// Pass a string message
- ///
- /// Used for debug messages.
- ///
- /// @param [in] type The type of message.
- /// @param [in] message A string message to pass.
- ///
- ///
- /// @ingroup FSR2
- typedef void(*FfxFsr2Message)(
- FfxFsr2MsgType type,
- const wchar_t* message);
- /// A structure encapsulating the interface between the core implentation of
- /// the FSR2 algorithm and any graphics API that it should ultimately call.
- ///
- /// This set of functions serves as an abstraction layer between FSR2 and the
- /// API used to implement it. While FSR2 ships with backends for DirectX12 and
- /// Vulkan, it is possible to implement your own backend for other platforms or
- /// which sits ontop of your engine's own abstraction layer. For details on the
- /// expectations of what each function should do you should refer the
- /// description of the following function pointer types:
- ///
- /// <c><i>FfxFsr2CreateDeviceFunc</i></c>
- /// <c><i>FfxFsr2GetDeviceCapabilitiesFunc</i></c>
- /// <c><i>FfxFsr2DestroyDeviceFunc</i></c>
- /// <c><i>FfxFsr2CreateResourceFunc</i></c>
- /// <c><i>FfxFsr2GetResourceDescriptionFunc</i></c>
- /// <c><i>FfxFsr2DestroyResourceFunc</i></c>
- /// <c><i>FfxFsr2CreatePipelineFunc</i></c>
- /// <c><i>FfxFsr2DestroyPipelineFunc</i></c>
- /// <c><i>FfxFsr2ScheduleGpuJobFunc</i></c>
- /// <c><i>FfxFsr2ExecuteGpuJobsFunc</i></c>
- ///
- /// Depending on the graphics API that is abstracted by the backend, it may be
- /// required that the backend is to some extent stateful. To ensure that
- /// applications retain full control to manage the memory used by FSR2, the
- /// <c><i>scratchBuffer</i></c> and <c><i>scratchBufferSize</i></c> fields are
- /// provided. A backend should provide a means of specifying how much scratch
- /// memory is required for its internal implementation (e.g: via a function
- /// or constant value). The application is that responsible for allocating that
- /// memory and providing it when setting up the FSR2 backend. Backends provided
- /// with FSR2 do not perform dynamic memory allocations, and instead
- /// suballocate all memory from the scratch buffers provided.
- ///
- /// The <c><i>scratchBuffer</i></c> and <c><i>scratchBufferSize</i></c> fields
- /// should be populated according to the requirements of each backend. For
- /// example, if using the DirectX 12 backend you should call the
- /// <c><i>ffxFsr2GetScratchMemorySizeDX12</i></c> function. It is not required
- /// that custom backend implementations use a scratch buffer.
- ///
- /// @ingroup FSR2
- typedef struct FfxFsr2Interface {
- FfxFsr2CreateBackendContextFunc fpCreateBackendContext; ///< A callback function to create and initialize the backend context.
- FfxFsr2GetDeviceCapabilitiesFunc fpGetDeviceCapabilities; ///< A callback function to query device capabilites.
- FfxFsr2DestroyBackendContextFunc fpDestroyBackendContext; ///< A callback function to destroy the backendcontext. This also dereferences the device.
- FfxFsr2CreateResourceFunc fpCreateResource; ///< A callback function to create a resource.
- FfxFsr2RegisterResourceFunc fpRegisterResource; ///< A callback function to register an external resource.
- FfxFsr2UnregisterResourcesFunc fpUnregisterResources; ///< A callback function to unregister external resource.
- FfxFsr2GetResourceDescriptionFunc fpGetResourceDescription; ///< A callback function to retrieve a resource description.
- FfxFsr2DestroyResourceFunc fpDestroyResource; ///< A callback function to destroy a resource.
- FfxFsr2CreatePipelineFunc fpCreatePipeline; ///< A callback function to create a render or compute pipeline.
- FfxFsr2DestroyPipelineFunc fpDestroyPipeline; ///< A callback function to destroy a render or compute pipeline.
- FfxFsr2ScheduleGpuJobFunc fpScheduleGpuJob; ///< A callback function to schedule a render job.
- FfxFsr2ExecuteGpuJobsFunc fpExecuteGpuJobs; ///< A callback function to execute all queued render jobs.
- void* scratchBuffer; ///< A preallocated buffer for memory utilized internally by the backend.
- size_t scratchBufferSize; ///< Size of the buffer pointed to by <c><i>scratchBuffer</i></c>.
- } FfxFsr2Interface;
- #if defined(__cplusplus)
- }
- #endif // #if defined(__cplusplus)
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