2022-06-20 19:58:16 +00:00
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022 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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// This file contains function declarations to convert DX12 resources
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// to and from API independent FFX resources.
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// @defgroup DX12
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#pragma once
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#include <d3d12.h>
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#include "../ffx_fsr2_interface.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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/// Query how much memory is required for the DirectX 12 backend's scratch buffer.
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///
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/// @returns
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/// The size (in bytes) of the required scratch memory buffer for the DX12 backend.
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FFX_API size_t ffxFsr2GetScratchMemorySizeDX12();
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/// Populate an interface with pointers for the DX12 backend.
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///
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/// @param [out] fsr2Interface A pointer to a <c><i>FfxFsr2Interface</i></c> structure to populate with pointers.
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/// @param [in] device A pointer to the DirectX12 device.
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/// @param [in] scratchBuffer A pointer to a buffer of memory which can be used by the DirectX(R)12 backend.
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/// @param [in] scratchBufferSize The size (in bytes) of the buffer pointed to by <c><i>scratchBuffer</i></c>.
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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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/// FFX_ERROR_CODE_INVALID_POINTER The <c><i>interface</i></c> pointer was <c><i>NULL</i></c>.
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///
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/// @ingroup FSR2 DX12
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FFX_API FfxErrorCode ffxFsr2GetInterfaceDX12(
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FfxFsr2Interface* fsr2Interface,
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ID3D12Device* device,
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void* scratchBuffer,
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size_t scratchBufferSize);
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/// Create a <c><i>FfxFsr2Device</i></c> from a <c><i>ID3D12Device</i></c>.
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///
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/// @param [in] device A pointer to the DirectX12 device.
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///
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/// @returns
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/// An abstract FidelityFX device.
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///
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/// @ingroup FSR2 DX12
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FFX_API FfxDevice ffxGetDeviceDX12(ID3D12Device* device);
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/// Create a <c><i>FfxCommandList</i></c> from a <c><i>ID3D12CommandList</i></c>.
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///
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/// @param [in] cmdList A pointer to the DirectX12 command list.
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///
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/// @returns
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/// An abstract FidelityFX command list.
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///
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/// @ingroup FSR2 DX12
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FFX_API FfxCommandList ffxGetCommandListDX12(ID3D12CommandList* cmdList);
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/// Create a <c><i>FfxResource</i></c> from a <c><i>ID3D12Resource</i></c>.
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///
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/// @param [in] fsr2Interface A pointer to a <c><i>FfxFsr2Interface</i></c> structure.
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/// @param [in] resDx12 A pointer to the DirectX12 resource.
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/// @param [in] name (optional) A name string to identify the resource in debug mode.
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/// @param [in] state The state the resource is currently in.
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/// @param [in] shaderComponentMapping The shader component mapping.
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///
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/// @returns
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/// An abstract FidelityFX resources.
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///
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/// @ingroup FSR2 DX12
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FFX_API FfxResource ffxGetResourceDX12(
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FfxFsr2Context* context,
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ID3D12Resource* resDx12,
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2022-09-05 12:36:43 +00:00
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const wchar_t* name = nullptr,
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2022-06-20 19:58:16 +00:00
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FfxResourceStates state = FFX_RESOURCE_STATE_COMPUTE_READ,
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UINT shaderComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING);
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/// Retrieve a <c><i>ID3D12Resource</i></c> pointer associated with a UAV RESOURCE_IDENTIFIER.
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/// Used for debug purposes when blitting internal surfaces.
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///
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/// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure.
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/// @param [in] resId A resourceID.
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///
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/// @returns
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/// A <c><i>ID3D12Resource</i> pointer</c>.
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///
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/// @ingroup FSR2 DX12
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FFX_API ID3D12Resource* ffxGetDX12ResourcePtr(FfxFsr2Context* context, uint32_t resId);
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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