// 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 FRAMEINTERPOLATION #pragma once // Include the interface for the backend of the Frameinterpolation API. #include /// FidelityFX Frameinterpolation major version. /// /// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION #define FFX_FRAMEINTERPOLATION_VERSION_MAJOR (1) /// FidelityFX Frameinterpolation minor version. /// /// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION #define FFX_FRAMEINTERPOLATION_VERSION_MINOR (1) /// FidelityFX Frameinterpolation patch version. /// /// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION #define FFX_FRAMEINTERPOLATION_VERSION_PATCH (3) /// FidelityFX Frame Interpolation context count /// /// Defines the number of internal effect contexts required by Frame Interpolation /// /// @ingroup ffxFrameInterpolation #define FFX_FRAMEINTERPOLATION_CONTEXT_COUNT (1) /// The size of the context specified in 32bit values. /// /// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION #define 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 FRAMEINTERPOLATIONFRAMEINTERPOLATION typedef enum FfxFrameInterpolationPass { FFX_FRAMEINTERPOLATION_PASS_RECONSTRUCT_AND_DILATE, FFX_FRAMEINTERPOLATION_PASS_SETUP, FFX_FRAMEINTERPOLATION_PASS_RECONSTRUCT_PREV_DEPTH, FFX_FRAMEINTERPOLATION_PASS_GAME_MOTION_VECTOR_FIELD, FFX_FRAMEINTERPOLATION_PASS_OPTICAL_FLOW_VECTOR_FIELD, FFX_FRAMEINTERPOLATION_PASS_DISOCCLUSION_MASK, FFX_FRAMEINTERPOLATION_PASS_INTERPOLATION, FFX_FRAMEINTERPOLATION_PASS_INPAINTING_PYRAMID, FFX_FRAMEINTERPOLATION_PASS_INPAINTING, FFX_FRAMEINTERPOLATION_PASS_GAME_VECTOR_FIELD_INPAINTING_PYRAMID, FFX_FRAMEINTERPOLATION_PASS_DEBUG_VIEW, FFX_FRAMEINTERPOLATION_PASS_COUNT ///< The number of passes performed by FrameInterpolation. } FfxFrameInterpolationPass; // forward declarations struct FfxFrameInterpolationContext; /// An enumeration of bit flags used when creating a /// FfxFrameInterpolationContext. See FfxFrameInterpolationContextDescription. /// /// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION typedef enum FfxFrameInterpolationInitializationFlagBits { FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INVERTED = (1<<0), ///< A bit indicating that the input depth buffer data provided is inverted [1..0]. FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INFINITE = (1<<1), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane. FFX_FRAMEINTERPOLATION_ENABLE_TEXTURE1D_USAGE = (1<<2), ///< A bit indicating that the backend should use 1D textures. FFX_FRAMEINTERPOLATION_ENABLE_HDR_COLOR_INPUT = (1<<3), ///< A bit indicating that HDR values are present in the imaging pipeline. FFX_FRAMEINTERPOLATION_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS = (1<<4), ///< A bit indicating if the motion vectors are rendered at display resolution. FFX_FRAMEINTERPOLATION_ENABLE_JITTER_MOTION_VECTORS = (1<<5), FFX_FRAMEINTERPOLATION_ENABLE_ASYNC_SUPPORT = (1<<6), FFX_FRAMEINTERPOLATION_ENABLE_DEBUG_CHECKING = (1<<7), ///< A bit indicating that the runtime should check some API values and report issues. } FfxFrameInterpolationInitializationFlagBits; /// A structure encapsulating the parameters required to initialize /// FidelityFX Frameinterpolation. /// /// @ingroup FRAMEINTERPOLATION typedef struct FfxFrameInterpolationContextDescription { uint32_t flags; ///< A collection of FfxFrameInterpolationInitializationFlagBits. FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at. FfxDimensions2D displaySize; ///< The size of the presentation resolution FfxSurfaceFormat backBufferFormat; ///< the format of the backbuffer FfxSurfaceFormat previousInterpolationSourceFormat; ///< the format of the texture that will store the interpolation source for the next frame. Can be different than the backbuffer one, especially when using hudless FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX SDK } FfxFrameInterpolationContextDescription; /// A structure encapsulating the resource descriptions for shared resources for this effect. /// /// @ingroup FRAMEINTERPOLATION typedef struct FfxFrameInterpolationSharedResourceDescriptions { FfxCreateResourceDescription reconstructedPrevNearestDepth; ///< The FfxCreateResourceDescription for allocating the reconstructedPrevNearestDepth shared resource. FfxCreateResourceDescription dilatedDepth; ///< The FfxCreateResourceDescription for allocating the dilatedDepth shared resource. FfxCreateResourceDescription dilatedMotionVectors; ///< The FfxCreateResourceDescription for allocating the dilatedMotionVectors shared resource. } FfxFrameInterpolationSharedResourceDescriptions; /// A structure encapsulating the FidelityFX Super Resolution 2 context. /// /// This sets up an object which contains all persistent internal data and /// resources that are required by 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 FRAMEINTERPOLATION typedef struct FfxFrameInterpolationContext { uint32_t data[FFX_FRAMEINTERPOLATION_CONTEXT_SIZE]; ///< An opaque set of uint32_t which contain the data for the context. } FfxFrameInterpolationContext; /// Create a FidelityFX Super Resolution 2 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 FRAMEINTERPOLATION FFX_API FfxErrorCode ffxFrameInterpolationContextCreate(FfxFrameInterpolationContext* context, FfxFrameInterpolationContextDescription* contextDescription); FFX_API FfxErrorCode ffxFrameInterpolationContextGetGpuMemoryUsage(FfxFrameInterpolationContext* pContext, FfxEffectMemoryUsage* vramUsage); FFX_API FfxErrorCode ffxFrameInterpolationGetSharedResourceDescriptions(FfxFrameInterpolationContext* pContext, FfxFrameInterpolationSharedResourceDescriptions* SharedResources); FFX_API FfxErrorCode ffxSharedContextGetGpuMemoryUsage(FfxInterface* backendInterfaceShared, FfxEffectMemoryUsage* vramUsage); typedef struct FfxFrameInterpolationPrepareDescription { uint32_t flags; ///< combination of FfxFrameInterpolationDispatchFlags FfxCommandList commandList; ///< The FfxCommandList to record frame interpolation commands into. FfxDimensions2D renderSize; ///< The dimensions used to render game content, dilatedDepth, dilatedMotionVectors are expected to be of ths size. FfxFloatCoords2D jitterOffset; ///< The subpixel jitter offset applied to the camera. jitter; FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors. motionVectorScale; float frameTimeDelta; float cameraNear; float cameraFar; float viewSpaceToMetersFactor; float cameraFovAngleVertical; FfxResource depth; ///< The depth buffer data FfxResource motionVectors; ///< The motion vector data uint64_t frameID; FfxResource dilatedDepth; ///< The dilated depth buffer data FfxResource dilatedMotionVectors; ///< The dilated motion vector data FfxResource reconstructedPrevDepth; ///< The reconstructed depth buffer data FfxFloat32x3 cameraPosition; ///< The camera position in world space FfxFloat32x3 cameraUp; ///< The camera up normalized vector in world space. FfxFloat32x3 cameraRight; ///< The camera right normalized vector in world space. FfxFloat32x3 cameraForward; ///< The camera forward normalized vector in world space. } FfxFrameInterpolationPrepareDescription; FFX_API FfxErrorCode ffxFrameInterpolationPrepare(FfxFrameInterpolationContext* context, const FfxFrameInterpolationPrepareDescription* params); typedef enum FfxFrameInterpolationDispatchFlags { FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_TEAR_LINES = (1 << 0), ///< A bit indicating that the debug tear lines will be drawn to the interpolated output. FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_RESET_INDICATORS = (1 << 1), ///< A bit indicating that the debug reset indicators will be drawn to the generated output. FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_VIEW = (1 << 2), ///< A bit indicating that the interpolated output resource will contain debug views with relevant information. FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_PACING_LINES = (1 << 3), ///< A bit indicating that the debug pacing lines will be drawn to the generated output. FFX_FRAMEINTERPOLATION_DISPATCH_RESERVED_1 = (1 << 4), FFX_FRAMEINTERPOLATION_DISPATCH_RESERVED_2 = (1 << 5), } FfxFrameInterpolationDispatchFlags; typedef struct FfxFrameInterpolationDispatchDescription { uint32_t flags; ///< combination of FfxFrameInterpolationDispatchFlags FfxCommandList commandList; ///< The FfxCommandList to record frame interpolation commands into. FfxDimensions2D displaySize; ///< The destination output dimensions FfxDimensions2D renderSize; ///< The dimensions used to render game content, dilatedDepth, dilatedMotionVectors are expected to be of ths size. FfxResource currentBackBuffer; ///< The current presentation color, if currentBackBuffer_HUDLess is not used, this will be used as interpolation source data. FfxResource currentBackBuffer_HUDLess; ///< The current presentation color without HUD content, when use it will be used as interpolation source data. FfxResource output; ///< The output resource where to store the interpolated result. FfxRect2D interpolationRect; ///< The area of the backbuffer that should be used for interpolation in case only a part of the screen is used e.g. due to movie bars FfxResource opticalFlowVector; ///< The optical flow motion vectors (see example computation in the FfxOpticalFlow effect) FfxResource opticalFlowSceneChangeDetection; ///< The optical flow scene change detection data FfxDimensions2D opticalFlowBufferSize; ///< The optical flow motion vector resource dimensions FfxFloatCoords2D opticalFlowScale; ///< The optical flow motion vector scale factor, used to scale resoure values into [0.0,1.0] range. int opticalFlowBlockSize; ///< The optical flow block dimension size 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 unit to scale view space coordinates to meters. float frameTimeDelta; ///< The time elapsed since the last frame (expressed in milliseconds). bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously. FfxBackbufferTransferFunction backBufferTransferFunction; ///< The transfer function use to convert interpolation source color data to linear RGB. float minMaxLuminance[2]; ///< Min and max luminance values, used when converting HDR colors to linear RGB uint64_t frameID; ///< Identifier used to select internal resources when async support is enabled. Must increment by exactly one (1) for each frame. Any non-exactly-one difference will reset the frame generation logic. FfxResource dilatedDepth; ///< The dilated depth buffer data FfxResource dilatedMotionVectors; ///< The dilated motion vector data FfxResource reconstructedPrevDepth; ///< The reconstructed depth buffer data FfxResource distortionField; ///< A resource containing distortion offset data used when distortion post effects are enabled. } FfxFrameInterpolationDispatchDescription; FFX_API FfxErrorCode ffxFrameInterpolationDispatch(FfxFrameInterpolationContext* context, const FfxFrameInterpolationDispatchDescription* params); /// 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 FRAMEINTERPOLATION FFX_API FfxErrorCode ffxFrameInterpolationContextDestroy(FfxFrameInterpolationContext* context); /// Queries the effect version number. /// /// @returns /// The SDK version the effect was built with. /// /// @ingroup FRAMEINTERPOLATION FFX_API FfxVersionNumber ffxFrameInterpolationGetEffectVersion(); /// Set global debug message settings /// /// @retval /// FFX_OK The operation completed successfully. /// /// @ingroup FRAMEINTERPOLATION FFX_API FfxErrorCode ffxFrameInterpolationSetGlobalDebugMessage(ffxMessageCallback fpMessage, uint32_t debugLevel); #if defined(__cplusplus) } #endif // #if defined(__cplusplus)