engine/dep/include/FidelityFX/host/ffx_classifier.h

289 lines
15 KiB
C

// 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 Classifier
#pragma once
#define FFX_CLASSIFIER_MAX_SHADOW_MAP_TEXTURES_COUNT 4
// Include the interface for the backend of the FSR2 API.
#include <FidelityFX/host/ffx_interface.h>
/// @defgroup ffxClassifier FidelityFX Classifier
/// FidelityFX Classifier runtime library
///
/// @ingroup SDKComponents
/// FidelityFX Classifier major version.
///
/// @ingroup ffxClassifier
#define FFX_CLASSIFIER_VERSION_MAJOR (1)
/// FidelityFX Classifier minor version.
///
/// @ingroup ffxClassifier
#define FFX_CLASSIFIER_VERSION_MINOR (3)
/// FidelityFX Classifier patch version.
///
/// @ingroup ffxClassifier
#define FFX_CLASSIFIER_VERSION_PATCH (0)
/// FidelityFX Classifier context count
///
/// Defines the number of internal effect contexts required by Classifier
///
/// @ingroup ffxClassifier
#define FFX_CLASSIFIER_CONTEXT_COUNT 1
/// The size of the context specified in 32bit values.
///
/// @ingroup ffxClassifier
#define FFX_CLASSIFIER_CONTEXT_SIZE (18500)
#if defined(__cplusplus)
extern "C" {
#endif // #if defined(__cplusplus)
/// Enum to specify which blur pass (currently only one).
///
/// @ffxClassifier
typedef enum FfxClassifierPass
{
FFX_CLASSIFIER_SHADOW_PASS_CLASSIFIER = 0, ///< The Tile Classification Pass
FFX_CLASSIFIER_REFLECTION_PASS_TILE_CLASSIFIER = 1, ///< Reflections tile classification pass
FFX_CLASSIFIER_PASS_COUNT ///< The number of passes in the Classifier effect
} FfxClassifierPass;
/// An enumeration of bit flags used when creating a
/// <c><i>FfxClassifierContext</i></c>. See <c><i>FfxClassifierContextDescription</i></c>.
/// Currently, no flags exist.
///
/// @ingroup ffxClassifier
typedef enum FfxClassifierInitializationFlagBits {
FFX_CLASSIFIER_SHADOW = (1 << 0), ///< A bit indicating the intent is to classify shadows
FFX_CLASSIFIER_CLASSIFY_BY_NORMALS = (1 << 1), ///< A bit indicating the intent is to classify by normals
FFX_CLASSIFIER_CLASSIFY_BY_CASCADES = (1 << 2), ///< A bit indicating the intent is to classify by cascades
FFX_CLASSIFIER_ENABLE_DEPTH_INVERTED = (1 << 3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
FFX_CLASSIFIER_REFLECTION = (1 << 4), ///< A bit indicating the intent is to classify reflections
} FfxClassifierInitializationFlagBits;
/// A structure encapsulating the parameters required to initialize FidelityFX
/// Classifier.
///
/// @ingroup ffxClassifier
typedef struct FfxClassifierContextDescription {
uint32_t flags; ///< A collection of @ref FfxClassifierInitializationFlagBits
FfxDimensions2D resolution; ///< Resolution of the shadow dispatch call
FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX Classifier
} FfxClassifierContextDescription;
/// A structure encapsulating the parameters for dispatching
/// of FidelityFX Classifier for shadows
///
/// @ingroup ffxClassifier
typedef struct FfxClassifierShadowDispatchDescription {
FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Classifier rendering commands into.
FfxResource depth; ///< The <c><i>FfxResource</i></c> (SRV Texture 0)containing depth information
FfxResource normals; ///< The <c><i>FfxResource</i></c> (SRV Texture 1)containing normals information
FfxResource shadowMaps[FFX_CLASSIFIER_MAX_SHADOW_MAP_TEXTURES_COUNT]; ///< The <c><i>FfxResource</i></c> (SRV Texture 2)containing shadowMap(s) information
FfxResource workQueue; ///< The <c><i>FfxResource</i></c> (UAV Buffer 0)Work Queue: rwsb_tiles.
FfxResource workQueueCount; ///< The <c><i>FfxResource</i></c> (UAV Buffer 1)Work Queue Counter: rwb_tileCount
FfxResource rayHitTexture; ///< The <c><i>FfxResource</i></c> (UAV Texture 0)Ray Hit Texture
FfxFloat32 normalsUnPackMul; ///< A multiply factor to transform the normal to the space expected by the Classifier
FfxFloat32 normalsUnPackAdd; ///< An offset to transform the normal to the space expected by the Classifier
// Constant Data
FfxFloat32x3 lightDir; ///< The light direction
FfxFloat32 sunSizeLightSpace; ///< The sun size
FfxUInt32 tileCutOff; ///< The tile cutoff
FfxBoolean bRejectLitPixels; ///< UI Setting, selects wheter to reject lit pixels in the shadows maps
FfxUInt32 cascadeCount; ///< The number of cascades
FfxFloat32 blockerOffset; ///< UI Setting, the blocker offsett
FfxBoolean bUseCascadesForRayT; ///< UI Setting, selects whether to use the classifier to save ray intervals
FfxFloat32 cascadeSize; ///< The cascade size
FfxFloat32x4 cascadeScale[4]; ///< A multiply factor for each cascade
FfxFloat32x4 cascadeOffset[4]; ///< An offeset factor for each cascade
// Matrices
FfxFloat32 viewToWorld[16];
FfxFloat32 lightView[16];
FfxFloat32 inverseLightView[16];
} FfxClassifierShadowDispatchDescription;
/// A structure encapsulating the parameters for dispatching
/// of FidelityFX Classifier for reflections
///
/// @ingroup ffxClassifier
typedef struct FfxClassifierReflectionDispatchDescription {
FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Hybrid Reflections rendering commands into.
FfxResource depth; ///< A <c><i>FfxResource</i></c> containing the depth buffer for the current frame (at render resolution).
FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing the motion vectors buffer for the current frame (at render resolution).
FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normal buffer for the current frame (at render resolution).
FfxResource materialParameters; ///< A <c><i>FfxResource</i></c> containing the aoRoughnessMetallic buffer for the current frame (at render resolution).
FfxResource environmentMap; ///< A <c><i>FfxResource</i></c> containing the environment map to fallback to when screenspace data is not sufficient
FfxResource radiance;
FfxResource varianceHistory;
FfxResource hitCounter;
FfxResource hitCounterHistory;
FfxResource rayList;
FfxResource rayListHW;
FfxResource extractedRoughness;
FfxResource rayCounter;
FfxResource denoiserTileList;
FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
float invViewProjection[16]; ///< An array containing the inverse of the view projection matrix in column major layout.
float projection[16]; ///< An array containing the projection matrix in column major layout.
float invProjection[16]; ///< An array containing the inverse of the projection matrix in column major layout.
float view[16]; ///< An array containing the view matrix in column major layout.
float invView[16]; ///< An array containing the inverse of the view matrix in column major layout.
float prevViewProjection[16]; ///< An array containing the previous frame's view projection matrix in column major layout.
float iblFactor; ///< A factor to control the intensity of the image based lighting. Set to 1 for an HDR probe.
uint32_t frameIndex;
uint32_t samplesPerQuad;
uint32_t temporalVarianceGuidedTracingEnabled;
float globalRoughnessThreshold;
float rtRoughnessThreshold;
uint32_t mask;
uint32_t reflectionWidth;
uint32_t reflectionHeight;
float hybridMissWeight;
float hybridSpawnRate;
float vrtVarianceThreshold;
float reflectionsBackfacingThreshold;
uint32_t randomSamplesPerPixel;
float motionVectorScale[2];
float normalsUnpackMul;
float normalsUnpackAdd;
uint32_t roughnessChannel;
bool isRoughnessPerceptual;
} FfxClassifierReflectionDispatchDescription;
/// A structure encapsulating the FidelityFX Classifier context.
///
/// This sets up an object which contains all persistent internal data and
/// resources that are required by the Classifier.
///
/// The <c><i>FfxClassifierContext</i></c> object should have a lifetime matching
/// your use of the Classifier. Before destroying the Classifier context care should be taken
/// to ensure the GPU is not accessing the resources created or used by the Classifier.
/// It is therefore recommended that the GPU is idle before destroying the
/// Classifier context.
///
/// @ingroup ffxClassifier
typedef struct FfxClassifierContext {
uint32_t data[FFX_CLASSIFIER_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
} FfxClassifierContext;
/// Create a FidelityFX Classifier context from the parameters
/// programmed to the <c><i>FfxClassifierContextDescription</i></c> structure.
///
/// The context structure is the main object used to interact with the Classifier
/// API, and is responsible for the management of the internal resources
/// used by the Classifier. When this API is called, multiple calls
/// will be made via the pointers contained in the <c><i>backendInterface</i></c>
/// structure. This backend will attempt to retrieve the device capabilities,
/// and create the internal resources, and pipelines required by the Classifier to function.
/// Depending on the precise configuration used when
/// creating the <c><i>FfxClassifierContext</i></c> a different set of resources and
/// pipelines might be requested via the callback functions.
///
/// The <c><i>FfxClassifierContext</i></c> should be destroyed when use of it is
/// completed, typically when an application is unloaded or the Classifier
/// is disabled by a user. To destroy the Classifier context you
/// should call <c><i>FfxClassifierContextDestroy</i></c>.
///
/// @param [out] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure to populate.
/// @param [in] pContextDescription A pointer to a <c><i>FfxClassifierContextDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>contextDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxClassifierContextDescription.callbacks</i></c> was not fully specified.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup ffxClassifier
FFX_API FfxErrorCode ffxClassifierContextCreate(FfxClassifierContext* pContext, const FfxClassifierContextDescription* pContextDescription);
/// Dispatches work to the FidelityFX Classifier context for shadows
///
/// @param [in] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure.
/// @param [in] pDispatchDescription A pointer to a <c><i>FfxClassifierShadowDispatchDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup ffxClassifier
FFX_API FfxErrorCode ffxClassifierContextShadowDispatch(FfxClassifierContext* pContext, const FfxClassifierShadowDispatchDescription* pDispatchDescription);
/// Dispatches work to the FidelityFX Classifier context for reflections
///
/// @param [in] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure.
/// @param [in] pDispatchDescription A pointer to a <c><i>FfxClassifierReflectionDispatchDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup ffxClassifier
FFX_API FfxErrorCode ffxClassifierContextReflectionDispatch(FfxClassifierContext* pContext, const FfxClassifierReflectionDispatchDescription* pDispatchDescription);
/// Destroy the FidelityFX Classifier context.
///
/// @param [out] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure to destroy.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because <c><i>context</i></c> was <c><i>NULL</i></c>.
///
/// @ingroup ffxClassifier
FFX_API FfxErrorCode ffxClassifierContextDestroy(FfxClassifierContext* pContext);
/// Queries the effect version number.
///
/// @returns
/// The SDK version the effect was built with.
///
/// @ingroup ffxClassifier
FFX_API FfxVersionNumber ffxClassifierGetEffectVersion();
#if defined(__cplusplus)
}
#endif // #if defined(__cplusplus)