// 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. // @defgroup FSR2 #pragma once // Include the interface for the backend of the FSR2 API. #include "ffx_fsr2_interface.h" /// FidelityFX Super Resolution 2 major version. /// /// @ingroup FSR2 #define FFX_FSR2_VERSION_MAJOR … /// FidelityFX Super Resolution 2 minor version. /// /// @ingroup FSR2 #define FFX_FSR2_VERSION_MINOR … /// FidelityFX Super Resolution 2 patch version. /// /// @ingroup FSR2 #define FFX_FSR2_VERSION_PATCH … /// The size of the context specified in 32bit values. /// /// @ingroup FSR2 #define FFX_FSR2_CONTEXT_SIZE … #if defined(__cplusplus) extern "C" { #endif // #if defined(__cplusplus) /// An enumeration of all the quality modes supported by FidelityFX Super /// Resolution 2 upscaling. /// /// In order to provide a consistent user experience across multiple /// applications which implement FSR2. It is strongly recommended that the /// following preset scaling factors are made available through your /// application's user interface. /// /// If your application does not expose the notion of preset scaling factors /// for upscaling algorithms (perhaps instead implementing a fixed ratio which /// is immutable) or implementing a more dynamic scaling scheme (such as /// dynamic resolution scaling), then there is no need to use these presets. /// /// Please note that <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> is /// an optional mode which may introduce significant quality degradation in the /// final image. As such it is recommended that you evaluate the final results /// of using this scaling mode before deciding if you should include it in your /// application. /// /// @ingroup FSR2 FfxFsr2QualityMode; /// An enumeration of bit flags used when creating a /// <c><i>FfxFsr2Context</i></c>. See <c><i>FfxFsr2ContextDescription</i></c>. /// /// @ingroup FSR2 FfxFsr2InitializationFlagBits; /// A structure encapsulating the parameters required to initialize FidelityFX /// Super Resolution 2 upscaling. /// /// @ingroup FSR2 FfxFsr2ContextDescription; /// A structure encapsulating the parameters for dispatching the various passes /// of FidelityFX Super Resolution 2. /// /// @ingroup FSR2 FfxFsr2DispatchDescription; /// A structure encapsulating the parameters for automatic generation of a reactive mask /// /// @ingroup FSR2 FfxFsr2GenerateReactiveDescription; /// A structure encapsulating the FidelityFX Super Resolution 2 context. /// /// This sets up an object which contains all persistent internal data and /// resources that are required by FSR2. /// /// The <c><i>FfxFsr2Context</i></c> object should have a lifetime matching /// your use of FSR2. Before destroying the FSR2 context care should be taken /// to ensure the GPU is not accessing the resources created or used by FSR2. /// It is therefore recommended that the GPU is idle before destroying the /// FSR2 context. /// /// @ingroup FSR2 FfxFsr2Context; /// Create a FidelityFX Super Resolution 2 context from the parameters /// programmed to the <c><i>FfxFsr2CreateParams</i></c> structure. /// /// The context structure is the main object used to interact with the FSR2 /// API, and is responsible for the management of the internal resources used /// by the FSR2 algorithm. When this API is called, multiple calls will be /// made via the pointers contained in the <c><i>callbacks</i></c> structure. /// These callbacks will attempt to retreive the device capabilities, and /// create the internal resources, and pipelines required by FSR2's /// frame-to-frame function. Depending on the precise configuration used when /// creating the <c><i>FfxFsr2Context</i></c> a different set of resources and /// pipelines might be requested via the callback functions. /// /// The flags included in the <c><i>flags</i></c> field of /// <c><i>FfxFsr2Context</i></c> how match the configuration of your /// application as well as the intended use of FSR2. It is important that these /// flags are set correctly (as well as a correct programmed /// <c><i>FfxFsr2DispatchDescription</i></c>) to ensure correct operation. It is /// recommended to consult the overview documentation for further details on /// how FSR2 should be integerated into an application. /// /// When the <c><i>FfxFsr2Context</i></c> is created, you should use the /// <c><i>ffxFsr2ContextDispatch</i></c> function each frame where FSR2 /// upscaling should be applied. See the documentation of /// <c><i>ffxFsr2ContextDispatch</i></c> for more details. /// /// The <c><i>FfxFsr2Context</i></c> should be destroyed when use of it is /// completed, typically when an application is unloaded or FSR2 upscaling is /// disabled by a user. To destroy the FSR2 context you should call /// <c><i>ffxFsr2ContextDestroy</i></c>. /// /// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to populate. /// @param [in] contextDescription A pointer to a <c><i>FfxFsr2ContextDescription</i></c> structure. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>contextDescription</i></c> was <c><i>NULL</i></c>. /// @retval /// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxFsr2ContextDescription.callbacks</i></c> was not fully specified. /// @retval /// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2ContextCreate(FfxFsr2Context* context, const FfxFsr2ContextDescription* contextDescription); /// Dispatch the various passes that constitute FidelityFX Super Resolution 2. /// /// FSR2 is a composite effect, meaning that it is compromised of multiple /// constituent passes (implemented as one or more clears, copies and compute /// dispatches). The <c><i>ffxFsr2ContextDispatch</i></c> function is the /// function which (via the use of the functions contained in the /// <c><i>callbacks</i></c> field of the <c><i>FfxFsr2Context</i></c> /// structure) utlimately generates the sequence of graphics API calls required /// each frame. /// /// As with the creation of the <c><i>FfxFsr2Context</i></c> correctly /// programming the <c><i>FfxFsr2DispatchDescription</i></c> is key to ensuring /// the correct operation of FSR2. It is particularly important to ensure that /// camera jitter is correctly applied to your application's projection matrix /// (or camera origin for raytraced applications). FSR2 provides the /// <c><i>ffxFsr2GetJitterPhaseCount</i></c> and /// <c><i>ffxFsr2GetJitterOffset</i></c> entry points to help applications /// correctly compute the camera jitter. Whatever jitter pattern is used by the /// application it should be correctly programmed to the /// <c><i>jitterOffset</i></c> field of the <c><i>dispatchDescription</i></c> /// structure. For more guidance on camera jitter please consult the /// documentation for <c><i>ffxFsr2GetJitterOffset</i></c> as well as the /// accompanying overview documentation for FSR2. /// /// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure. /// @param [in] dispatchDescription A pointer to a <c><i>FfxFsr2DispatchDescription</i></c> structure. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>. /// @retval /// FFX_ERROR_OUT_OF_RANGE The operation failed because <c><i>dispatchDescription.renderSize</i></c> was larger than the maximum render resolution. /// @retval /// FFX_ERROR_NULL_DEVICE The operation failed because the device inside the context was <c><i>NULL</i></c>. /// @retval /// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2ContextDispatch(FfxFsr2Context* context, const FfxFsr2DispatchDescription* dispatchDescription); /// A helper function generate a Reactive mask from an opaque only texure and one containing translucent objects. /// /// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure. /// @param [in] params A pointer to a <c><i>FfxFsr2GenerateReactiveDescription</i></c> structure /// /// @retval /// FFX_OK The operation completed successfully. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2ContextGenerateReactiveMask(FfxFsr2Context* context, const FfxFsr2GenerateReactiveDescription* params); /// Destroy the FidelityFX Super Resolution context. /// /// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to destroy. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2ContextDestroy(FfxFsr2Context* context); /// Get the upscale ratio from the quality mode. /// /// The following table enumerates the mapping of the quality modes to /// per-dimension scaling ratios. /// /// Quality preset | Scale factor /// ----------------------------------------------------- | ------------- /// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x /// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x /// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x /// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x /// /// Passing an invalid <c><i>qualityMode</i></c> will return 0.0f. /// /// @param [in] qualityMode The quality mode preset. /// /// @returns /// The upscaling the per-dimension upscaling ratio for /// <c><i>qualityMode</i></c> according to the table above. /// /// @ingroup FSR2 FFX_API float ffxFsr2GetUpscaleRatioFromQualityMode(FfxFsr2QualityMode qualityMode); /// A helper function to calculate the rendering resolution from a target /// resolution and desired quality level. /// /// This function applies the scaling factor returned by /// <c><i>ffxFsr2GetUpscaleRatioFromQualityMode</i></c> to each dimension. /// /// @param [out] renderWidth A pointer to a <c>uint32_t</c> which will hold the calculated render resolution width. /// @param [out] renderHeight A pointer to a <c>uint32_t</c> which will hold the calculated render resolution height. /// @param [in] displayWidth The target display resolution width. /// @param [in] displayHeight The target display resolution height. /// @param [in] qualityMode The desired quality mode for FSR 2 upscaling. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_INVALID_POINTER Either <c><i>renderWidth</i></c> or <c><i>renderHeight</i></c> was <c>NULL</c>. /// @retval /// FFX_ERROR_INVALID_ENUM An invalid quality mode was specified. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2GetRenderResolutionFromQualityMode( uint32_t* renderWidth, uint32_t* renderHeight, uint32_t displayWidth, uint32_t displayHeight, FfxFsr2QualityMode qualityMode); /// A helper function to calculate the jitter phase count from display /// resolution. /// /// For more detailed information about the application of camera jitter to /// your application's rendering please refer to the /// <c><i>ffxFsr2GetJitterOffset</i></c> function. /// /// The table below shows the jitter phase count which this function /// would return for each of the quality presets. /// /// Quality preset | Scale factor | Phase count /// ----------------------------------------------------- | ------------- | --------------- /// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x | 18 /// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x | 23 /// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x | 32 /// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x | 72 /// Custom | [1..n]x | ceil(8*n^2) /// /// @param [in] renderWidth The render resolution width. /// @param [in] displayWidth The display resolution width. /// /// @returns /// The jitter phase count for the scaling factor between <c><i>renderWidth</i></c> and <c><i>displayWidth</i></c>. /// /// @ingroup FSR2 FFX_API int32_t ffxFsr2GetJitterPhaseCount(int32_t renderWidth, int32_t displayWidth); /// A helper function to calculate the subpixel jitter offset. /// /// FSR2 relies on the application to apply sub-pixel jittering while rendering. /// This is typically included in the projection matrix of the camera. To make /// the application of camera jitter simple, the FSR2 API provides a small set /// of utility function which computes the sub-pixel jitter offset for a /// particular frame within a sequence of separate jitter offsets. To begin, the /// index within the jitter phase must be computed. To calculate the /// sequence's length, you can call the <c><i>ffxFsr2GetJitterPhaseCount</i></c> /// function. The index should be a value which is incremented each frame modulo /// the length of the sequence computed by <c><i>ffxFsr2GetJitterPhaseCount</i></c>. /// The index within the jitter phase is passed to /// <c><i>ffxFsr2GetJitterOffset</i></c> via the <c><i>index</i></c> parameter. /// /// This function uses a Halton(2,3) sequence to compute the jitter offset. /// The ultimate index used for the sequence is <c><i>index</i></c> % /// <c><i>phaseCount</i></c>. /// /// It is important to understand that the values returned from the /// <c><i>ffxFsr2GetJitterOffset</i></c> function are in unit pixel space, and /// in order to composite this correctly into a projection matrix we must /// convert them into projection offsets. This is done as per the pseudo code /// listing which is shown below. /// /// const int32_t jitterPhaseCount = ffxFsr2GetJitterPhaseCount(renderWidth, displayWidth); /// /// float jitterX = 0; /// float jitterY = 0; /// ffxFsr2GetJitterOffset(&jitterX, &jitterY, index, jitterPhaseCount); /// /// const float jitterX = 2.0f * jitterX / (float)renderWidth; /// const float jitterY = -2.0f * jitterY / (float)renderHeight; /// const Matrix4 jitterTranslationMatrix = translateMatrix(Matrix3::identity, Vector3(jitterX, jitterY, 0)); /// const Matrix4 jitteredProjectionMatrix = jitterTranslationMatrix * projectionMatrix; /// /// Jitter should be applied to all rendering. This includes opaque, alpha /// transparent, and raytraced objects. For rasterized objects, the sub-pixel /// jittering values calculated by the <c><i>iffxFsr2GetJitterOffset</i></c> /// function can be applied to the camera projection matrix which is ultimately /// used to perform transformations during vertex shading. For raytraced /// rendering, the sub-pixel jitter should be applied to the ray's origin, /// often the camera's position. /// /// Whether you elect to use the <c><i>ffxFsr2GetJitterOffset</i></c> function /// or your own sequence generator, you must program the /// <c><i>jitterOffset</i></c> field of the /// <c><i>FfxFsr2DispatchParameters</i></c> structure in order to inform FSR2 /// of the jitter offset that has been applied in order to render each frame. /// /// If not using the recommended <c><i>ffxFsr2GetJitterOffset</i></c> function, /// care should be taken that your jitter sequence never generates a null vector; /// that is value of 0 in both the X and Y dimensions. /// /// @param [out] outX A pointer to a <c>float</c> which will contain the subpixel jitter offset for the x dimension. /// @param [out] outY A pointer to a <c>float</c> which will contain the subpixel jitter offset for the y dimension. /// @param [in] index The index within the jitter sequence. /// @param [in] phaseCount The length of jitter phase. See <c><i>ffxFsr2GetJitterPhaseCount</i></c>. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_INVALID_POINTER Either <c><i>outX</i></c> or <c><i>outY</i></c> was <c>NULL</c>. /// @retval /// FFX_ERROR_INVALID_ARGUMENT Argument <c><i>phaseCount</i></c> must be greater than 0. /// /// @ingroup FSR2 FFX_API FfxErrorCode ffxFsr2GetJitterOffset(float* outX, float* outY, int32_t index, int32_t phaseCount); /// A helper function to check if a resource is /// <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>. /// /// @param [in] resource A <c><i>FfxResource</i></c>. /// /// @returns /// true The <c><i>resource</i></c> was not <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>. /// @returns /// false The <c><i>resource</i></c> was <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>. /// /// @ingroup FSR2 FFX_API bool ffxFsr2ResourceIsNull(FfxResource resource); #if defined(__cplusplus) } #endif // #if defined(__cplusplus)