// This file is part of the FidelityFX SDK. // // Copyright (C) 2024 Advanced Micro Devices, Inc. // // 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 FSR3 #pragma once // Include the interface for the backend of the FSR3 API. #include #include #include #include /// FidelityFX Super Resolution 3 major version. /// /// @ingroup FSR3 #define FFX_FSR3_VERSION_MAJOR (3) /// FidelityFX Super Resolution 3 minor version. /// /// @ingroup FSR3 #define FFX_FSR3_VERSION_MINOR (1) /// FidelityFX Super Resolution 3 patch version. /// /// @ingroup FSR3 #define FFX_FSR3_VERSION_PATCH (4) /// FidelityFX Super Resolution 3 context count /// /// Defines the number of internal effect contexts required by FSR3 (+1 for proxy swapchain) /// /// @ingroup ffxFsr3 #define FFX_FSR3_CONTEXT_COUNT (FFX_FSR3UPSCALER_CONTEXT_COUNT + FFX_OPTICALFLOW_CONTEXT_COUNT + FFX_FRAMEINTERPOLATION_CONTEXT_COUNT + 1) /// The size of the context specified in 32bit values. /// /// @ingroup FSR3 #define FFX_FSR3_CONTEXT_SIZE (FFX_FSR3UPSCALER_CONTEXT_SIZE + FFX_OPTICALFLOW_CONTEXT_SIZE + FFX_FRAMEINTERPOLATION_CONTEXT_SIZE + FFX_SDK_DEFAULT_CONTEXT_SIZE) #if defined(__cplusplus) extern "C" { #endif // #if defined(__cplusplus) ///// An enumeration of all the passes which constitute the FSR3 algorithm. ///// ///// FSR3 is implemented as a composite of several compute passes each ///// computing a key part of the final result. Each call to the ///// FfxFsr3ScheduleGpuJobFunc callback function will ///// correspond to a single pass included in FfxFsr3Pass. For a ///// more comprehensive description of each pass, please refer to the FSR3 ///// reference documentation. ///// ///// Please note in some cases e.g.: FFX_FSR3_PASS_ACCUMULATE ///// and FFX_FSR3_PASS_ACCUMULATE_SHARPEN either one pass or the ///// other will be used (they are mutually exclusive). The choice of which will ///// depend on the way the FfxFsr3Context is created and the ///// precise contents of FfxFsr3DispatchParamters each time a call ///// is made to ffxFsr3ContextDispatch. ///// ///// @ingroup FSR3 //typedef enum FfxFsr3Pass //{ // // no special FSR3 pipelines // // FFX_FSR3_PASS_COUNT ///< The number of passes performed by FSR3. //} FfxFsr3Pass; /// 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 FSR3. 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 FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE 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 FSR3 typedef enum FfxFsr3QualityMode { FFX_FSR3_QUALITY_MODE_QUALITY = 1, ///< Perform upscaling with a per-dimension upscaling ratio of 1.5x. FFX_FSR3_QUALITY_MODE_BALANCED = 2, ///< Perform upscaling with a per-dimension upscaling ratio of 1.7x. FFX_FSR3_QUALITY_MODE_PERFORMANCE = 3, ///< Perform upscaling with a per-dimension upscaling ratio of 2.0x. FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE = 4 ///< Perform upscaling with a per-dimension upscaling ratio of 3.0x. } FfxFsr3QualityMode; /// An enumeration of bit flags used when creating a /// FfxFsr3Context. See FfxFsr3ContextDescription. /// /// @ingroup FSR3 typedef enum FfxFsr3InitializationFlagBits { FFX_FSR3_ENABLE_HIGH_DYNAMIC_RANGE = (1<<0), ///< A bit indicating if the input color data provided to all inputs is using a high-dynamic range. FFX_FSR3_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS = (1<<1), ///< A bit indicating if the motion vectors are rendered at display resolution. FFX_FSR3_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION = (1<<2), ///< A bit indicating that the motion vectors have the jittering pattern applied to them. FFX_FSR3_ENABLE_DEPTH_INVERTED = (1<<3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0]. FFX_FSR3_ENABLE_DEPTH_INFINITE = (1<<4), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane. FFX_FSR3_ENABLE_AUTO_EXPOSURE = (1<<5), ///< A bit indicating if automatic exposure should be applied to input color data. FFX_FSR3_ENABLE_DYNAMIC_RESOLUTION = (1<<6), ///< A bit indicating that the application uses dynamic resolution scaling. FFX_FSR3_ENABLE_TEXTURE1D_USAGE = (1<<7), ///< This value is deprecated, but remains in order to aid upgrading from older versions of FSR3. FFX_FSR3_ENABLE_DEBUG_CHECKING = (1<<8), ///< A bit indicating that the runtime should check some API values and report issues. FFX_FSR3_ENABLE_UPSCALING_ONLY = (1<<9), ///, A bit indicating that the context will only be used for upscaling FFX_FSR3_ENABLE_HDR_UPSCALE_SDR_FINALOUTPUT = (1<<10), ///, A bit indicating if the input color data provided to UPSCALE is using a high-dynamic range, final output SDR. FFX_FSR3_ENABLE_SDR_UPSCALE_HDR_FINALOUTPUT = (1<<11), ///, A bit indicating if the input color data provided to UPSCALE is using SDR, final output is high-dynamic range. FFX_FSR3_ENABLE_ASYNC_WORKLOAD_SUPPORT = (1<<12), FFX_FSR3_ENABLE_INTERPOLATION_ONLY = (1<<13), } FfxFsr3InitializationFlagBits; typedef enum FfxFsr3FrameGenerationFlags { FFX_FSR3_FRAME_GENERATION_FLAG_DRAW_DEBUG_TEAR_LINES = FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_TEAR_LINES, ///< A bit indicating that the debug tear lines will be drawn to the interpolated output. FFX_FSR3_FRAME_GENERATION_FLAG_DRAW_DEBUG_VIEW = FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_VIEW, ///< A bit indicating that the interpolated output resource will contain debug views with relevant information. FFX_FSR3_FRAME_GENERATION_FLAG_DRAW_DEBUG_PACING_LINES = FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_PACING_LINES ///< A bit indicating that the debug pacing lines will be drawn to the generated output. } FfxFsr3FrameGenerationFlags; typedef enum FfxFsr3UpscalingFlags { FFX_FSR3_UPSCALER_FLAG_DRAW_DEBUG_VIEW = FFX_FSR3UPSCALER_DISPATCH_DRAW_DEBUG_VIEW, ///< A bit indicating that the upscaled output resource will contain debug views with relevant information. } FfxFsr3UpscalingFlags; /// A structure encapsulating the parameters required to initialize FidelityFX /// Super Resolution 3 upscaling. /// /// @ingroup FSR3 typedef struct FfxFsr3ContextDescription { uint32_t flags; ///< A collection of FfxFsr3InitializationFlagBits. FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at. FfxDimensions2D maxUpscaleSize; ///< The size of the presentation resolution targeted by the upscaling process. FfxDimensions2D displaySize; ///< The size of the presentation resolution targeted by the frame interpolation process. FfxInterface backendInterfaceSharedResources; ///< A set of pointers to the backend implementation for FidelityFX SDK FfxInterface backendInterfaceUpscaling; ///< A set of pointers to the backend implementation for FidelityFX SDK FfxInterface backendInterfaceFrameInterpolation; ///< A set of pointers to the backend implementation for FidelityFX SDK FfxFsr3UpscalerMessage fpMessage; ///< A pointer to a function that can receive messages from the runtime. FfxSurfaceFormat backBufferFormat; ///< The format of the swapchain surface } FfxFsr3ContextDescription; /// A structure encapsulating the parameters for dispatching the various passes /// of FidelityFX Super Resolution 3. /// /// @ingroup FSR3 typedef struct FfxFsr3DispatchUpscaleDescription { FfxCommandList commandList; ///< The FfxCommandList to record FSR2 rendering commands into. FfxResource color; ///< A FfxResource containing the color buffer for the current frame (at render resolution). FfxResource depth; ///< A FfxResource containing 32bit depth values for the current frame (at render resolution). FfxResource motionVectors; ///< A FfxResource containing 2-dimensional motion vectors (at render resolution if FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS is not set). FfxResource exposure; ///< A optional FfxResource containing a 1x1 exposure value. FfxResource reactive; ///< A optional FfxResource containing alpha value of reactive objects in the scene. FfxResource transparencyAndComposition; ///< A optional FfxResource containing alpha value of special objects in the scene. FfxResource upscaleOutput; ///< A FfxResource containing the output color buffer for the current frame (at presentation resolution). FfxFloatCoords2D jitterOffset; ///< The subpixel jitter offset applied to the camera. FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors. FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources. FfxDimensions2D upscaleSize; ///< The resolution that the upscaler will output. bool enableSharpening; ///< Enable an additional sharpening pass. float sharpness; ///< The sharpness value between 0 and 1, where 0 is no additional sharpness and 1 is maximum additional sharpness. float frameTimeDelta; ///< The time elapsed since the last frame (expressed in milliseconds). float preExposure; ///< The pre exposure value (must be > 0.0f) bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously. float cameraNear; ///< The distance to the near plane of the camera. float cameraFar; ///< The distance to the far plane of the camera. This is used only used in case of non infinite depth. float cameraFovAngleVertical; ///< The camera angle field of view in the vertical direction (expressed in radians). float viewSpaceToMetersFactor; ///< The scale factor to convert view space units to meters uint32_t flags; ///< combination of FfxFsr3UpscalingFlags uint64_t frameID; } FfxFsr3DispatchUpscaleDescription; typedef struct FfxFsr3DispatchFrameGenerationPrepareDescription { FfxCommandList commandList; ///< The FfxCommandList to record FSR2 rendering commands into. FfxResource depth; ///< A FfxResource containing 32bit depth values for the current frame (at render resolution). FfxResource motionVectors; ///< A FfxResource containing 2-dimensional motion vectors (at render resolution if FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS is not set). FfxFloatCoords2D jitterOffset; ///< The subpixel jitter offset applied to the camera. FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors. FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources. float frameTimeDelta; float cameraNear; float cameraFar; float viewSpaceToMetersFactor; float cameraFovAngleVertical; uint64_t frameID; } FfxFsr3DispatchFrameGenerationPrepareDescription; FFX_API FfxErrorCode ffxFsr3DispatchFrameGeneration(const FfxFrameGenerationDispatchDescription* desc); /// A structure encapsulating the parameters for automatic generation of a reactive mask /// /// @ingroup FSR3 typedef struct FfxFsr3GenerateReactiveDescription { FfxCommandList commandList; ///< The FfxCommandList to record FSR3 rendering commands into. FfxResource colorOpaqueOnly; ///< A FfxResource containing the opaque only color buffer for the current frame (at render resolution). FfxResource colorPreUpscale; ///< A FfxResource containing the opaque+translucent color buffer for the current frame (at render resolution). FfxResource outReactive; ///< A FfxResource containing the surface to generate the reactive mask into. FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources. float scale; ///< A value to scale the output float cutoffThreshold; ///< A threshold value to generate a binary reactive mask float binaryValue; uint32_t flags; ///< Flags to determine how to generate the reactive mask } FfxFsr3GenerateReactiveDescription; /// A structure encapsulating the FidelityFX Super Resolution 3 context. /// /// This sets up an object which contains all persistent internal data and /// resources that are required by FSR3. /// /// The FfxFsr3Context object should have a lifetime matching /// your use of FSR3. Before destroying the FSR3 context care should be taken /// to ensure the GPU is not accessing the resources created or used by FSR3. /// It is therefore recommended that the GPU is idle before destroying the /// FSR3 context. /// /// @ingroup FSR3 typedef struct FfxFsr3Context { uint32_t data[FFX_FSR3_CONTEXT_SIZE]; ///< An opaque set of uint32_t which contain the data for the context. } FfxFsr3Context; /// Create a FidelityFX Super Resolution 3 context from the parameters /// programmed to the FfxFsr3CreateParams structure. /// /// The context structure is the main object used to interact with the FSR3 /// API, and is responsible for the management of the internal resources used /// by the FSR3 algorithm. When this API is called, multiple calls will be /// made via the pointers contained in the callbacks structure. /// These callbacks will attempt to retreive the device capabilities, and /// create the internal resources, and pipelines required by FSR3's /// frame-to-frame function. Depending on the precise configuration used when /// creating the FfxFsr3Context a different set of resources and /// pipelines might be requested via the callback functions. /// /// The flags included in the flags field of /// FfxFsr3Context how match the configuration of your /// application as well as the intended use of FSR3. It is important that these /// flags are set correctly (as well as a correct programmed /// FfxFsr3DispatchDescription) to ensure correct operation. It is /// recommended to consult the overview documentation for further details on /// how FSR3 should be integerated into an application. /// /// When the FfxFsr3Context is created, you should use the /// ffxFsr3ContextDispatch function each frame where FSR3 /// upscaling should be applied. See the documentation of /// ffxFsr3ContextDispatch for more details. /// /// The FfxFsr3Context should be destroyed when use of it is /// completed, typically when an application is unloaded or FSR3 upscaling is /// disabled by a user. To destroy the FSR3 context you should call /// ffxFsr3ContextDestroy. /// /// @param [out] context A pointer to a FfxFsr3Context structure to populate. /// @param [in] contextDescription A pointer to a FfxFsr3ContextDescription structure. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or contextDescription was NULL. /// @retval /// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the FfxFsr3ContextDescription.callbacks was not fully specified. /// @retval /// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3ContextCreate(FfxFsr3Context* context, FfxFsr3ContextDescription* contextDescription); FFX_API FfxErrorCode ffxFsr3ContextGetGpuMemoryUsage(FfxFsr3Context* pContext, FfxEffectMemoryUsage* pUpscalerUsage, FfxEffectMemoryUsage* pOpticalFlowUsage, FfxEffectMemoryUsage* pFrameGenerationUsage); /// Dispatch the various passes that constitute FidelityFX Super Resolution 3 Upscaling. /// /// FSR3 is a composite effect, meaning that it is compromised of multiple /// constituent passes (implemented as one or more clears, copies and compute /// dispatches). The ffxFsr3ContextDispatchUpscale function is the /// function which (via the use of the functions contained in the /// callbacks field of the FfxFsr3Context /// structure) utlimately generates the sequence of graphics API calls required /// each frame. /// /// As with the creation of the FfxFsr3Context correctly /// programming the dispatchParams is key to ensuring /// the correct operation of FSR3. It is particularly important to ensure that /// camera jitter is correctly applied to your application's projection matrix /// (or camera origin for raytraced applications). FSR3 provides the /// ffxFsr3GetJitterPhaseCount and /// ffxFsr3GetJitterOffset 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 /// jitterOffset field of the dispatchParams /// structure. For more guidance on camera jitter please consult the /// documentation for ffxFsr3GetJitterOffset as well as the /// accompanying overview documentation for FSR3. /// /// @param [in] context A pointer to a FfxFsr3Context structure. /// @param [in] dispatchParams A pointer to a FfxFsr3DispatchUpscaleDescription structure. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or dispatchParams was NULL. /// @retval /// FFX_ERROR_OUT_OF_RANGE The operation failed because dispatchParams.renderSize was larger than the maximum render resolution. /// @retval /// FFX_ERROR_NULL_DEVICE The operation failed because the device inside the context was NULL. /// @retval /// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3ContextDispatchUpscale(FfxFsr3Context* context, const FfxFsr3DispatchUpscaleDescription* dispatchParams); FFX_API FfxErrorCode ffxFsr3ContextDispatchFrameGenerationPrepare(FfxFsr3Context* context, const FfxFsr3DispatchFrameGenerationPrepareDescription* dispatchParams); FFX_API FfxErrorCode ffxFsr3SkipPresent(FfxFsr3Context* context); /// A helper function generate a Reactive mask from an opaque only texure and one containing translucent objects. /// /// @param [in] context A pointer to a FfxFsr3Context structure. /// @param [in] params A pointer to a FfxFsr3GenerateReactiveDescription structure /// /// @retval /// FFX_OK The operation completed successfully. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3ContextGenerateReactiveMask(FfxFsr3Context* context, const FfxFsr3GenerateReactiveDescription* params); FFX_API FfxErrorCode ffxFsr3ConfigureFrameGeneration(FfxFsr3Context* context, const FfxFrameGenerationConfig* config); /// Destroy the FidelityFX Super Resolution context. /// /// @param [out] context A pointer to a FfxFsr3Context structure to destroy. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context was NULL. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3ContextDestroy(FfxFsr3Context* 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 /// ----------------------------------------------------- | ------------- /// FFX_FSR3_QUALITY_MODE_NATIVEAA | 1.0x /// FFX_FSR3_QUALITY_MODE_QUALITY | 1.5x /// FFX_FSR3_QUALITY_MODE_BALANCED | 1.7x /// FFX_FSR3_QUALITY_MODE_PERFORMANCE | 2.0x /// FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE | 3.0x /// /// Passing an invalid qualityMode will return 0.0f. /// /// @param [in] qualityMode The quality mode preset. /// /// @returns /// The upscaling the per-dimension upscaling ratio for /// qualityMode according to the table above. /// /// @ingroup FSR3 FFX_API float ffxFsr3GetUpscaleRatioFromQualityMode(FfxFsr3QualityMode 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 /// ffxFsr3GetUpscaleRatioFromQualityMode to each dimension. /// /// @param [out] renderWidth A pointer to a uint32_t which will hold the calculated render resolution width. /// @param [out] renderHeight A pointer to a uint32_t 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 renderWidth or renderHeight was NULL. /// @retval /// FFX_ERROR_INVALID_ENUM An invalid quality mode was specified. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3GetRenderResolutionFromQualityMode( uint32_t* renderWidth, uint32_t* renderHeight, uint32_t displayWidth, uint32_t displayHeight, FfxFsr3QualityMode 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 /// ffxFsr3GetJitterOffset 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 /// ----------------------------------------------------- | ------------- | --------------- /// FFX_FSR3_QUALITY_MODE_QUALITY | 1.5x | 18 /// FFX_FSR3_QUALITY_MODE_BALANCED | 1.7x | 23 /// FFX_FSR3_QUALITY_MODE_PERFORMANCE | 2.0x | 32 /// FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE | 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 renderWidth and displayWidth. /// /// @ingroup FSR3 FFX_API int32_t ffxFsr3GetJitterPhaseCount(int32_t renderWidth, int32_t displayWidth); /// A helper function to calculate the subpixel jitter offset. /// /// FSR3 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 FSR3 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 ffxFsr3GetJitterPhaseCount /// function. The index should be a value which is incremented each frame modulo /// the length of the sequence computed by ffxFsr3GetJitterPhaseCount. /// The index within the jitter phase is passed to /// ffxFsr3GetJitterOffset via the index parameter. /// /// This function uses a Halton(2,3) sequence to compute the jitter offset. /// The ultimate index used for the sequence is index % /// phaseCount. /// /// It is important to understand that the values returned from the /// ffxFsr3GetJitterOffset 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 = ffxFsr3GetJitterPhaseCount(renderWidth, displayWidth); /// /// float jitterX = 0; /// float jitterY = 0; /// ffxFsr3GetJitterOffset(&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 iffxFsr3GetJitterOffset /// 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 ffxFsr3GetJitterOffset function /// or your own sequence generator, you must program the /// jitterOffset field of the /// FfxFsr3DispatchParameters structure in order to inform FSR3 /// of the jitter offset that has been applied in order to render each frame. /// /// If not using the recommended ffxFsr3GetJitterOffset 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 float which will contain the subpixel jitter offset for the x dimension. /// @param [out] outY A pointer to a float 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 ffxFsr3GetJitterPhaseCount. /// /// @retval /// FFX_OK The operation completed successfully. /// @retval /// FFX_ERROR_INVALID_POINTER Either outX or outY was NULL. /// @retval /// FFX_ERROR_INVALID_ARGUMENT Argument phaseCount must be greater than 0. /// /// @ingroup FSR3 FFX_API FfxErrorCode ffxFsr3GetJitterOffset(float* outX, float* outY, int32_t index, int32_t phaseCount); /// A helper function to check if a resource is /// FFX_FSR3_RESOURCE_IDENTIFIER_NULL. /// /// @param [in] resource A FfxResource. /// /// @returns /// true The resource was not FFX_FSR3_RESOURCE_IDENTIFIER_NULL. /// @returns /// false The resource was FFX_FSR3_RESOURCE_IDENTIFIER_NULL. /// /// @ingroup FSR3 FFX_API bool ffxFsr3ResourceIsNull(FfxResource resource); /// Queries the effect version number. /// /// @returns /// The SDK version the effect was built with. /// /// @ingroup FSR3 FFX_API FfxVersionNumber ffxFsr3GetEffectVersion(); #if defined(__cplusplus) } #endif // #if defined(__cplusplus)