459 lines
26 KiB
C++
459 lines
26 KiB
C++
// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// @defgroup FSR2
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#pragma once
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// Include the interface for the backend of the FSR2 API.
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#include "ffx_fsr2_interface.h"
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/// FidelityFX Super Resolution 2 major version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_MAJOR (2)
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/// FidelityFX Super Resolution 2 minor version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_MINOR (2)
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/// FidelityFX Super Resolution 2 patch version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_PATCH (1)
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/// The size of the context specified in 32bit values.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_CONTEXT_SIZE (16536)
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#if defined(__cplusplus)
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extern "C" {
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#endif // #if defined(__cplusplus)
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/// An enumeration of all the quality modes supported by FidelityFX Super
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/// Resolution 2 upscaling.
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///
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/// In order to provide a consistent user experience across multiple
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/// applications which implement FSR2. It is strongly recommended that the
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/// following preset scaling factors are made available through your
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/// application's user interface.
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///
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/// If your application does not expose the notion of preset scaling factors
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/// for upscaling algorithms (perhaps instead implementing a fixed ratio which
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/// is immutable) or implementing a more dynamic scaling scheme (such as
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/// dynamic resolution scaling), then there is no need to use these presets.
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///
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/// Please note that <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> is
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/// an optional mode which may introduce significant quality degradation in the
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/// final image. As such it is recommended that you evaluate the final results
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/// of using this scaling mode before deciding if you should include it in your
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/// application.
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///
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/// @ingroup FSR2
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typedef enum FfxFsr2QualityMode {
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FFX_FSR2_QUALITY_MODE_QUALITY = 1, ///< Perform upscaling with a per-dimension upscaling ratio of 1.5x.
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FFX_FSR2_QUALITY_MODE_BALANCED = 2, ///< Perform upscaling with a per-dimension upscaling ratio of 1.7x.
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FFX_FSR2_QUALITY_MODE_PERFORMANCE = 3, ///< Perform upscaling with a per-dimension upscaling ratio of 2.0x.
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FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE = 4 ///< Perform upscaling with a per-dimension upscaling ratio of 3.0x.
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} FfxFsr2QualityMode;
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/// An enumeration of bit flags used when creating a
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/// <c><i>FfxFsr2Context</i></c>. See <c><i>FfxFsr2ContextDescription</i></c>.
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///
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/// @ingroup FSR2
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typedef enum FfxFsr2InitializationFlagBits {
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FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE = (1<<0), ///< A bit indicating if the input color data provided is using a high-dynamic range.
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FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS = (1<<1), ///< A bit indicating if the motion vectors are rendered at display resolution.
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FFX_FSR2_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION = (1<<2), ///< A bit indicating that the motion vectors have the jittering pattern applied to them.
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FFX_FSR2_ENABLE_DEPTH_INVERTED = (1<<3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
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FFX_FSR2_ENABLE_DEPTH_INFINITE = (1<<4), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane.
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FFX_FSR2_ENABLE_AUTO_EXPOSURE = (1<<5), ///< A bit indicating if automatic exposure should be applied to input color data.
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FFX_FSR2_ENABLE_DYNAMIC_RESOLUTION = (1<<6), ///< A bit indicating that the application uses dynamic resolution scaling.
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FFX_FSR2_ENABLE_TEXTURE1D_USAGE = (1<<7), ///< A bit indicating that the backend should use 1D textures.
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FFX_FSR2_ENABLE_DEBUG_CHECKING = (1<<8), ///< A bit indicating that the runtime should check some API values and report issues.
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} FfxFsr2InitializationFlagBits;
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/// A structure encapsulating the parameters required to initialize FidelityFX
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/// Super Resolution 2 upscaling.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2ContextDescription {
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uint32_t flags; ///< A collection of <c><i>FfxFsr2InitializationFlagBits</i></c>.
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FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at.
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FfxDimensions2D displaySize; ///< The size of the presentation resolution targeted by the upscaling process.
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FfxFsr2Interface callbacks; ///< A set of pointers to the backend implementation for FSR 2.0.
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FfxDevice device; ///< The abstracted device which is passed to some callback functions.
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FfxFsr2Message fpMessage; ///< A pointer to a function that can recieve messages from the runtime.
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} FfxFsr2ContextDescription;
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/// A structure encapsulating the parameters for dispatching the various passes
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/// of FidelityFX Super Resolution 2.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2DispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record FSR2 rendering commands into.
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FfxResource color; ///< A <c><i>FfxResource</i></c> containing the color buffer for the current frame (at render resolution).
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FfxResource depth; ///< A <c><i>FfxResource</i></c> containing 32bit depth values for the current frame (at render resolution).
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FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing 2-dimensional motion vectors (at render resolution if <c><i>FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS</i></c> is not set).
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FfxResource exposure; ///< A optional <c><i>FfxResource</i></c> containing a 1x1 exposure value.
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FfxResource reactive; ///< A optional <c><i>FfxResource</i></c> containing alpha value of reactive objects in the scene.
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FfxResource transparencyAndComposition; ///< A optional <c><i>FfxResource</i></c> containing alpha value of special objects in the scene.
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FfxResource output; ///< A <c><i>FfxResource</i></c> containing the output color buffer for the current frame (at presentation resolution).
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FfxFloatCoords2D jitterOffset; ///< The subpixel jitter offset applied to the camera.
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FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors.
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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bool enableSharpening; ///< Enable an additional sharpening pass.
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float sharpness; ///< The sharpness value between 0 and 1, where 0 is no additional sharpness and 1 is maximum additional sharpness.
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float frameTimeDelta; ///< The time elapsed since the last frame (expressed in milliseconds).
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float preExposure; ///< The pre exposure value (must be > 0.0f)
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bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously.
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float cameraNear; ///< The distance to the near plane of the camera.
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float cameraFar; ///< The distance to the far plane of the camera.
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float cameraFovAngleVertical; ///< The camera angle field of view in the vertical direction (expressed in radians).
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float viewSpaceToMetersFactor; ///< The scale factor to convert view space units to meters
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// EXPERIMENTAL reactive mask generation parameters
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bool enableAutoReactive; ///< A boolean value to indicate internal reactive autogeneration should be used
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FfxResource colorOpaqueOnly; ///< A <c><i>FfxResource</i></c> containing the opaque only color buffer for the current frame (at render resolution).
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float autoTcThreshold; ///< Cutoff value for TC
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float autoTcScale; ///< A value to scale the transparency and composition mask
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float autoReactiveScale; ///< A value to scale the reactive mask
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float autoReactiveMax; ///< A value to clamp the reactive mask
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// -- GODOT start --
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float reprojectionMatrix[16]; ///< The matrix used for reprojecting pixels with invalid motion vectors by using the depth.
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// -- GODOT end --
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} FfxFsr2DispatchDescription;
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/// A structure encapsulating the parameters for automatic generation of a reactive mask
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2GenerateReactiveDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record FSR2 rendering commands into.
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FfxResource colorOpaqueOnly; ///< A <c><i>FfxResource</i></c> containing the opaque only color buffer for the current frame (at render resolution).
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FfxResource colorPreUpscale; ///< A <c><i>FfxResource</i></c> containing the opaque+translucent color buffer for the current frame (at render resolution).
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FfxResource outReactive; ///< A <c><i>FfxResource</i></c> containing the surface to generate the reactive mask into.
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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float scale; ///< A value to scale the output
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float cutoffThreshold; ///< A threshold value to generate a binary reactive mask
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float binaryValue; ///< A value to set for the binary reactive mask
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uint32_t flags; ///< Flags to determine how to generate the reactive mask
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} FfxFsr2GenerateReactiveDescription;
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/// A structure encapsulating the FidelityFX Super Resolution 2 context.
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///
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/// This sets up an object which contains all persistent internal data and
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/// resources that are required by FSR2.
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///
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/// The <c><i>FfxFsr2Context</i></c> object should have a lifetime matching
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/// your use of FSR2. Before destroying the FSR2 context care should be taken
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/// to ensure the GPU is not accessing the resources created or used by FSR2.
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/// It is therefore recommended that the GPU is idle before destroying the
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/// FSR2 context.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2Context {
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uint32_t data[FFX_FSR2_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
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} FfxFsr2Context;
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/// Create a FidelityFX Super Resolution 2 context from the parameters
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/// programmed to the <c><i>FfxFsr2CreateParams</i></c> structure.
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///
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/// The context structure is the main object used to interact with the FSR2
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/// API, and is responsible for the management of the internal resources used
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/// by the FSR2 algorithm. When this API is called, multiple calls will be
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/// made via the pointers contained in the <c><i>callbacks</i></c> structure.
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/// These callbacks will attempt to retreive the device capabilities, and
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/// create the internal resources, and pipelines required by FSR2's
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/// frame-to-frame function. Depending on the precise configuration used when
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/// creating the <c><i>FfxFsr2Context</i></c> a different set of resources and
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/// pipelines might be requested via the callback functions.
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///
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/// The flags included in the <c><i>flags</i></c> field of
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/// <c><i>FfxFsr2Context</i></c> how match the configuration of your
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/// application as well as the intended use of FSR2. It is important that these
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/// flags are set correctly (as well as a correct programmed
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/// <c><i>FfxFsr2DispatchDescription</i></c>) to ensure correct operation. It is
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/// recommended to consult the overview documentation for further details on
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/// how FSR2 should be integerated into an application.
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///
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/// When the <c><i>FfxFsr2Context</i></c> is created, you should use the
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/// <c><i>ffxFsr2ContextDispatch</i></c> function each frame where FSR2
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/// upscaling should be applied. See the documentation of
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/// <c><i>ffxFsr2ContextDispatch</i></c> for more details.
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///
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/// The <c><i>FfxFsr2Context</i></c> should be destroyed when use of it is
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/// completed, typically when an application is unloaded or FSR2 upscaling is
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/// disabled by a user. To destroy the FSR2 context you should call
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/// <c><i>ffxFsr2ContextDestroy</i></c>.
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///
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/// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to populate.
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/// @param [in] contextDescription A pointer to a <c><i>FfxFsr2ContextDescription</i></c> structure.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// 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>.
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/// @retval
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/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxFsr2ContextDescription.callbacks</i></c> was not fully specified.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextCreate(FfxFsr2Context* context, const FfxFsr2ContextDescription* contextDescription);
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/// Dispatch the various passes that constitute FidelityFX Super Resolution 2.
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///
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/// FSR2 is a composite effect, meaning that it is compromised of multiple
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/// constituent passes (implemented as one or more clears, copies and compute
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/// dispatches). The <c><i>ffxFsr2ContextDispatch</i></c> function is the
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/// function which (via the use of the functions contained in the
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/// <c><i>callbacks</i></c> field of the <c><i>FfxFsr2Context</i></c>
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/// structure) utlimately generates the sequence of graphics API calls required
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/// each frame.
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///
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/// As with the creation of the <c><i>FfxFsr2Context</i></c> correctly
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/// programming the <c><i>FfxFsr2DispatchDescription</i></c> is key to ensuring
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/// the correct operation of FSR2. It is particularly important to ensure that
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/// camera jitter is correctly applied to your application's projection matrix
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/// (or camera origin for raytraced applications). FSR2 provides the
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/// <c><i>ffxFsr2GetJitterPhaseCount</i></c> and
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/// <c><i>ffxFsr2GetJitterOffset</i></c> entry points to help applications
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/// correctly compute the camera jitter. Whatever jitter pattern is used by the
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/// application it should be correctly programmed to the
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/// <c><i>jitterOffset</i></c> field of the <c><i>dispatchDescription</i></c>
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/// structure. For more guidance on camera jitter please consult the
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/// documentation for <c><i>ffxFsr2GetJitterOffset</i></c> as well as the
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/// accompanying overview documentation for FSR2.
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///
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/// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure.
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/// @param [in] dispatchDescription A pointer to a <c><i>FfxFsr2DispatchDescription</i></c> structure.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// 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>.
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/// @retval
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/// FFX_ERROR_OUT_OF_RANGE The operation failed because <c><i>dispatchDescription.renderSize</i></c> was larger than the maximum render resolution.
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/// @retval
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/// FFX_ERROR_NULL_DEVICE The operation failed because the device inside the context was <c><i>NULL</i></c>.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextDispatch(FfxFsr2Context* context, const FfxFsr2DispatchDescription* dispatchDescription);
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/// A helper function generate a Reactive mask from an opaque only texure and one containing translucent objects.
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///
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/// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure.
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/// @param [in] params A pointer to a <c><i>FfxFsr2GenerateReactiveDescription</i></c> structure
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextGenerateReactiveMask(FfxFsr2Context* context, const FfxFsr2GenerateReactiveDescription* params);
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/// Destroy the FidelityFX Super Resolution context.
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///
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/// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to destroy.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextDestroy(FfxFsr2Context* context);
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/// Get the upscale ratio from the quality mode.
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///
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/// The following table enumerates the mapping of the quality modes to
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/// per-dimension scaling ratios.
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///
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/// Quality preset | Scale factor
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/// ----------------------------------------------------- | -------------
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/// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x
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/// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x
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/// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x
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/// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x
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///
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/// Passing an invalid <c><i>qualityMode</i></c> will return 0.0f.
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///
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/// @param [in] qualityMode The quality mode preset.
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///
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/// @returns
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/// The upscaling the per-dimension upscaling ratio for
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/// <c><i>qualityMode</i></c> according to the table above.
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///
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/// @ingroup FSR2
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FFX_API float ffxFsr2GetUpscaleRatioFromQualityMode(FfxFsr2QualityMode qualityMode);
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/// A helper function to calculate the rendering resolution from a target
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/// resolution and desired quality level.
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///
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/// This function applies the scaling factor returned by
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/// <c><i>ffxFsr2GetUpscaleRatioFromQualityMode</i></c> to each dimension.
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///
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/// @param [out] renderWidth A pointer to a <c>uint32_t</c> which will hold the calculated render resolution width.
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/// @param [out] renderHeight A pointer to a <c>uint32_t</c> which will hold the calculated render resolution height.
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/// @param [in] displayWidth The target display resolution width.
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/// @param [in] displayHeight The target display resolution height.
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/// @param [in] qualityMode The desired quality mode for FSR 2 upscaling.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// FFX_ERROR_INVALID_POINTER Either <c><i>renderWidth</i></c> or <c><i>renderHeight</i></c> was <c>NULL</c>.
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/// @retval
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/// FFX_ERROR_INVALID_ENUM An invalid quality mode was specified.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2GetRenderResolutionFromQualityMode(
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uint32_t* renderWidth,
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uint32_t* renderHeight,
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uint32_t displayWidth,
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uint32_t displayHeight,
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FfxFsr2QualityMode qualityMode);
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/// A helper function to calculate the jitter phase count from display
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/// resolution.
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///
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/// For more detailed information about the application of camera jitter to
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/// your application's rendering please refer to the
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/// <c><i>ffxFsr2GetJitterOffset</i></c> function.
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///
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/// The table below shows the jitter phase count which this function
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/// would return for each of the quality presets.
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///
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/// Quality preset | Scale factor | Phase count
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/// ----------------------------------------------------- | ------------- | ---------------
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/// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x | 18
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/// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x | 23
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/// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x | 32
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/// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x | 72
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/// Custom | [1..n]x | ceil(8*n^2)
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///
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/// @param [in] renderWidth The render resolution width.
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/// @param [in] displayWidth The display resolution width.
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///
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/// @returns
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/// The jitter phase count for the scaling factor between <c><i>renderWidth</i></c> and <c><i>displayWidth</i></c>.
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///
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/// @ingroup FSR2
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FFX_API int32_t ffxFsr2GetJitterPhaseCount(int32_t renderWidth, int32_t displayWidth);
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/// A helper function to calculate the subpixel jitter offset.
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///
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/// FSR2 relies on the application to apply sub-pixel jittering while rendering.
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/// This is typically included in the projection matrix of the camera. To make
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/// the application of camera jitter simple, the FSR2 API provides a small set
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/// of utility function which computes the sub-pixel jitter offset for a
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/// particular frame within a sequence of separate jitter offsets. To begin, the
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/// index within the jitter phase must be computed. To calculate the
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/// sequence's length, you can call the <c><i>ffxFsr2GetJitterPhaseCount</i></c>
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/// function. The index should be a value which is incremented each frame modulo
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/// the length of the sequence computed by <c><i>ffxFsr2GetJitterPhaseCount</i></c>.
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/// The index within the jitter phase is passed to
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/// <c><i>ffxFsr2GetJitterOffset</i></c> via the <c><i>index</i></c> parameter.
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///
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/// This function uses a Halton(2,3) sequence to compute the jitter offset.
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/// The ultimate index used for the sequence is <c><i>index</i></c> %
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/// <c><i>phaseCount</i></c>.
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///
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/// It is important to understand that the values returned from the
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/// <c><i>ffxFsr2GetJitterOffset</i></c> function are in unit pixel space, and
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/// in order to composite this correctly into a projection matrix we must
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/// convert them into projection offsets. This is done as per the pseudo code
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/// listing which is shown below.
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///
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/// const int32_t jitterPhaseCount = ffxFsr2GetJitterPhaseCount(renderWidth, displayWidth);
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///
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/// float jitterX = 0;
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/// float jitterY = 0;
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/// ffxFsr2GetJitterOffset(&jitterX, &jitterY, index, jitterPhaseCount);
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///
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/// const float jitterX = 2.0f * jitterX / (float)renderWidth;
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/// const float jitterY = -2.0f * jitterY / (float)renderHeight;
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/// const Matrix4 jitterTranslationMatrix = translateMatrix(Matrix3::identity, Vector3(jitterX, jitterY, 0));
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/// const Matrix4 jitteredProjectionMatrix = jitterTranslationMatrix * projectionMatrix;
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///
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/// Jitter should be applied to all rendering. This includes opaque, alpha
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/// transparent, and raytraced objects. For rasterized objects, the sub-pixel
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/// jittering values calculated by the <c><i>iffxFsr2GetJitterOffset</i></c>
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/// function can be applied to the camera projection matrix which is ultimately
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/// used to perform transformations during vertex shading. For raytraced
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/// rendering, the sub-pixel jitter should be applied to the ray's origin,
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/// often the camera's position.
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///
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/// Whether you elect to use the <c><i>ffxFsr2GetJitterOffset</i></c> function
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/// or your own sequence generator, you must program the
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/// <c><i>jitterOffset</i></c> field of the
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/// <c><i>FfxFsr2DispatchParameters</i></c> structure in order to inform FSR2
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/// of the jitter offset that has been applied in order to render each frame.
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///
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/// If not using the recommended <c><i>ffxFsr2GetJitterOffset</i></c> function,
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/// care should be taken that your jitter sequence never generates a null vector;
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/// that is value of 0 in both the X and Y dimensions.
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///
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/// @param [out] outX A pointer to a <c>float</c> which will contain the subpixel jitter offset for the x dimension.
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/// @param [out] outY A pointer to a <c>float</c> which will contain the subpixel jitter offset for the y dimension.
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/// @param [in] index The index within the jitter sequence.
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/// @param [in] phaseCount The length of jitter phase. See <c><i>ffxFsr2GetJitterPhaseCount</i></c>.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// FFX_ERROR_INVALID_POINTER Either <c><i>outX</i></c> or <c><i>outY</i></c> was <c>NULL</c>.
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/// @retval
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/// FFX_ERROR_INVALID_ARGUMENT Argument <c><i>phaseCount</i></c> must be greater than 0.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2GetJitterOffset(float* outX, float* outY, int32_t index, int32_t phaseCount);
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/// A helper function to check if a resource is
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/// <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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///
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/// @param [in] resource A <c><i>FfxResource</i></c>.
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///
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/// @returns
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/// true The <c><i>resource</i></c> was not <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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/// @returns
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/// false The <c><i>resource</i></c> was <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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///
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/// @ingroup FSR2
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FFX_API bool ffxFsr2ResourceIsNull(FfxResource resource);
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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