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