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

317 lines
19 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 FRAMEINTERPOLATION
#pragma once
// Include the interface for the backend of the Frameinterpolation API.
#include <FidelityFX/host/ffx_interface.h>
/// 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
/// <c><i>FfxFsr3ScheduleGpuJobFunc</i></c> callback function will
/// correspond to a single pass included in <c><i>FfxFsr3Pass</i></c>. For a
/// more comprehensive description of each pass, please refer to the FSR3
/// reference documentation.
///
/// Please note in some cases e.g.: <c><i>FFX_FSR3_PASS_ACCUMULATE</i></c>
/// and <c><i>FFX_FSR3_PASS_ACCUMULATE_SHARPEN</i></c> either one pass or the
/// other will be used (they are mutually exclusive). The choice of which will
/// depend on the way the <c><i>FfxFsr3Context</i></c> is created and the
/// precise contents of <c><i>FfxFsr3DispatchParamters</i></c> each time a call
/// is made to <c><i>ffxFsr3ContextDispatch</i></c>.
///
/// @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
/// <c><i>FfxFrameInterpolationContext</i></c>. See <c><i>FfxFrameInterpolationContextDescription</i></c>.
///
/// @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 <c><i>FfxFrameInterpolationInitializationFlagBits</i></c>.
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 <c><i>FfxCreateResourceDescription</i></c> for allocating the <c><i>reconstructedPrevNearestDepth</i></c> shared resource.
FfxCreateResourceDescription dilatedDepth; ///< The <c><i>FfxCreateResourceDescription</i></c> for allocating the <c><i>dilatedDepth</i></c> shared resource.
FfxCreateResourceDescription dilatedMotionVectors; ///< The <c><i>FfxCreateResourceDescription</i></c> for allocating the <c><i>dilatedMotionVectors</i></c> 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 <c><i>FfxFsr3Context</i></c> 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 <c>uint32_t</c> which contain the data for the context.
} FfxFrameInterpolationContext;
/// Create a FidelityFX Super Resolution 2 context from the parameters
/// programmed to the <c><i>FfxFsr3CreateParams</i></c> 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 <c><i>callbacks</i></c> 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 <c><i>FfxFsr3Context</i></c> a different set of resources and
/// pipelines might be requested via the callback functions.
///
/// The flags included in the <c><i>flags</i></c> field of
/// <c><i>FfxFsr3Context</i></c> 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
/// <c><i>FfxFsr3DispatchDescription</i></c>) 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 <c><i>FfxFsr3Context</i></c> is created, you should use the
/// <c><i>ffxFsr3ContextDispatch</i></c> function each frame where FSR3
/// upscaling should be applied. See the documentation of
/// <c><i>ffxFsr3ContextDispatch</i></c> for more details.
///
/// The <c><i>FfxFsr3Context</i></c> 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
/// <c><i>ffxFsr3ContextDestroy</i></c>.
///
/// @param [out] context A pointer to a <c><i>FfxFsr3Context</i></c> structure to populate.
/// @param [in] contextDescription A pointer to a <c><i>FfxFsr3ContextDescription</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>FfxFsr3ContextDescription.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 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 <c><i>FfxCommandList</i></c> 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 <c><i>FfxCommandList</i></c> 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 <c><i>FfxFsr3Context</i></c> structure to destroy.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>.
///
/// @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)