FidelityFX-FSR2/src/ffx-fsr2-api/ffx_types.h

366 lines
19 KiB
C++

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022 Advanced Micro Devices, Inc. All rights reserved.
//
// 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.
#pragma once
#include <stdint.h>
// maister: Force internal linkage.
#define FFX_API
// Workarounds.
#ifndef _WIN32
#define _countof(array) (sizeof(array) / sizeof((array)[0]))
#include <stdio.h>
#include <stddef.h>
template <size_t N>
static inline void strcpy_s(char (&buf)[N], const char *str)
{
snprintf(buf, N, "%s", str);
}
#endif
#ifndef _MSC_VER
#define FFX_STATIC static inline
#endif
////
/// Maximum supported number of simultaneously bound SRVs.
#define FFX_MAX_NUM_SRVS 16
/// Maximum supported number of simultaneously bound UAVs.
#define FFX_MAX_NUM_UAVS 8
/// Maximum number of constant buffers bound.
#define FFX_MAX_NUM_CONST_BUFFERS 2
/// Maximum size of bound constant buffers.
#define FFX_MAX_CONST_SIZE 64
/// Off by default warnings
#pragma warning(disable : 4365 4710 4820 5039)
#ifdef __cplusplus
extern "C" {
#endif // #ifdef __cplusplus
/// An enumeration of surface formats.
typedef enum FfxSurfaceFormat {
FFX_SURFACE_FORMAT_UNKNOWN, ///< Unknown format
FFX_SURFACE_FORMAT_R32G32B32A32_TYPELESS, ///< 32 bit per channel, 4 channel typeless format
FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT, ///< 32 bit per channel, 4 channel float format
FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, ///< 16 bit per channel, 4 channel float format
FFX_SURFACE_FORMAT_R16G16B16A16_UNORM, ///< 16 bit per channel, 4 channel unsigned normalized format
FFX_SURFACE_FORMAT_R32G32_FLOAT, ///< 32 bit per channel, 2 channel float format
FFX_SURFACE_FORMAT_R32_UINT, ///< 32 bit per channel, 1 channel float format
FFX_SURFACE_FORMAT_R8G8B8A8_TYPELESS, ///< 8 bit per channel, 4 channel float format
FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, ///< 8 bit per channel, 4 channel unsigned normalized format
FFX_SURFACE_FORMAT_R11G11B10_FLOAT, ///< 32 bit 3 channel float format
FFX_SURFACE_FORMAT_R16G16_FLOAT, ///< 16 bit per channel, 2 channel float format
FFX_SURFACE_FORMAT_R16G16_UINT, ///< 16 bit per channel, 2 channel unsigned int format
FFX_SURFACE_FORMAT_R16_FLOAT, ///< 16 bit per channel, 1 channel float format
FFX_SURFACE_FORMAT_R16_UINT, ///< 16 bit per channel, 1 channel unsigned int format
FFX_SURFACE_FORMAT_R16_UNORM, ///< 16 bit per channel, 1 channel unsigned normalized format
FFX_SURFACE_FORMAT_R16_SNORM, ///< 16 bit per channel, 1 channel signed normalized format
FFX_SURFACE_FORMAT_R8_UNORM, ///< 8 bit per channel, 1 channel unsigned normalized format
FFX_SURFACE_FORMAT_R8G8_UNORM, ///< 8 bit per channel, 2 channel unsigned normalized format
FFX_SURFACE_FORMAT_R32_FLOAT ///< 32 bit per channel, 1 channel float format
} FfxSurfaceFormat;
/// An enumeration of resource usage.
typedef enum FfxResourceUsage {
FFX_RESOURCE_USAGE_READ_ONLY = 0, ///< No usage flags indicate a resource is read only.
FFX_RESOURCE_USAGE_RENDERTARGET = (1<<0), ///< Indicates a resource will be used as render target.
FFX_RESOURCE_USAGE_UAV = (1<<1), ///< Indicates a resource will be used as UAV.
} FfxResourceUsage;
/// An enumeration of resource states.
typedef enum FfxResourceStates {
FFX_RESOURCE_STATE_UNORDERED_ACCESS = (1<<0), ///< Indicates a resource is in the state to be used as UAV.
FFX_RESOURCE_STATE_COMPUTE_READ = (1 << 1), ///< Indicates a resource is in the state to be read by compute shaders.
FFX_RESOURCE_STATE_COPY_SRC = (1 << 2), ///< Indicates a resource is in the state to be used as source in a copy command.
FFX_RESOURCE_STATE_COPY_DEST = (1 << 3), ///< Indicates a resource is in the state to be used as destination in a copy command.
FFX_RESOURCE_STATE_GENERIC_READ = (FFX_RESOURCE_STATE_COPY_SRC | FFX_RESOURCE_STATE_COMPUTE_READ), ///< Indicates a resource is in generic (slow) read state.
} FfxResourceStates;
/// An enumeration of surface dimensions.
typedef enum FfxResourceDimension {
FFX_RESOURCE_DIMENSION_TEXTURE_1D, ///< A resource with a single dimension.
FFX_RESOURCE_DIMENSION_TEXTURE_2D, ///< A resource with two dimensions.
} FfxResourceDimension;
/// An enumeration of surface dimensions.
typedef enum FfxResourceFlags {
FFX_RESOURCE_FLAGS_NONE = 0, ///< No flags.
FFX_RESOURCE_FLAGS_ALIASABLE = (1<<0), ///< A bit indicating a resource does not need to persist across frames.
} FfxResourceFlags;
/// An enumeration of all resource view types.
typedef enum FfxResourceViewType {
FFX_RESOURCE_VIEW_UNORDERED_ACCESS, ///< The resource view is an unordered access view (UAV).
FFX_RESOURCE_VIEW_SHADER_READ, ///< The resource view is a shader resource view (SRV).
} FfxResourceViewType;
/// The type of filtering to perform when reading a texture.
typedef enum FfxFilterType {
FFX_FILTER_TYPE_POINT, ///< Point sampling.
FFX_FILTER_TYPE_LINEAR ///< Sampling with interpolation.
} FfxFilterType;
/// An enumeration of all supported shader models.
typedef enum FfxShaderModel {
FFX_SHADER_MODEL_5_1, ///< Shader model 5.1.
FFX_SHADER_MODEL_6_0, ///< Shader model 6.0.
FFX_SHADER_MODEL_6_1, ///< Shader model 6.1.
FFX_SHADER_MODEL_6_2, ///< Shader model 6.2.
FFX_SHADER_MODEL_6_3, ///< Shader model 6.3.
FFX_SHADER_MODEL_6_4, ///< Shader model 6.4.
FFX_SHADER_MODEL_6_5, ///< Shader model 6.5.
FFX_SHADER_MODEL_6_6, ///< Shader model 6.6.
FFX_SHADER_MODEL_6_7, ///< Shader model 6.7.
} FfxShaderModel;
// An enumeration for different resource types
typedef enum FfxResourceType {
FFX_RESOURCE_TYPE_BUFFER, ///< The resource is a buffer.
FFX_RESOURCE_TYPE_TEXTURE1D, ///< The resource is a 1-dimensional texture.
FFX_RESOURCE_TYPE_TEXTURE2D, ///< The resource is a 2-dimensional texture.
FFX_RESOURCE_TYPE_TEXTURE3D, ///< The resource is a 3-dimensional texture.
} FfxResourceType;
/// An enumeration for different heap types
typedef enum FfxHeapType {
FFX_HEAP_TYPE_DEFAULT = 0, ///< Local memory.
FFX_HEAP_TYPE_UPLOAD ///< Heap used for uploading resources.
} FfxHeapType;
/// An enumberation for different render job types
typedef enum FfxGpuJobType {
FFX_GPU_JOB_CLEAR_FLOAT = 0, ///< The GPU job is performing a floating-point clear.
FFX_GPU_JOB_COPY = 1, ///< The GPU job is performing a copy.
FFX_GPU_JOB_COMPUTE = 2, ///< The GPU job is performing a compute dispatch.
} FfxGpuJobType;
/// A typedef representing the graphics device.
typedef void* FfxDevice;
/// A typedef representing a command list or command buffer.
typedef void* FfxCommandList;
/// A typedef for a root signature.
typedef void* FfxRootSignature;
/// A typedef for a pipeline state object.
typedef void* FfxPipeline;
/// A structure encapasulating a collection of device capabilities.
typedef struct FfxDeviceCapabilities {
FfxShaderModel minimumSupportedShaderModel; ///< The minimum shader model supported by the device.
uint32_t waveLaneCountMin; ///< The minimum supported wavefront width.
uint32_t waveLaneCountMax; ///< The maximum supported wavefront width.
bool fp16Supported; ///< The device supports FP16 in hardware.
bool raytracingSupported; ///< The device supports raytracing.
} FfxDeviceCapabilities;
/// A structure encapsulating a 2-dimensional point, using 32bit unsigned integers.
typedef struct FfxDimensions2D {
uint32_t width; ///< The width of a 2-dimensional range.
uint32_t height; ///< The height of a 2-dimensional range.
} FfxDimensions2D;
/// A structure encapsulating a 2-dimensional point,
typedef struct FfxIntCoords2D {
int32_t x; ///< The x coordinate of a 2-dimensional point.
int32_t y; ///< The y coordinate of a 2-dimensional point.
} FfxIntCoords2D;
/// A structure encapsulating a 2-dimensional set of floating point coordinates.
typedef struct FfxFloatCoords2D {
float x; ///< The x coordinate of a 2-dimensional point.
float y; ///< The y coordinate of a 2-dimensional point.
} FfxFloatCoords2D;
/// A structure describing a resource.
typedef struct FfxResourceDescription {
FfxResourceType type; ///< The type of the resource.
FfxSurfaceFormat format; ///< The surface format.
uint32_t width; ///< The width of the resource.
uint32_t height; ///< The height of the resource.
uint32_t depth; ///< The depth of the resource.
uint32_t mipCount; ///< Number of mips (or 0 for full mipchain).
FfxResourceFlags flags; ///< A set of <c><i>FfxResourceFlags</i></c> flags.
} FfxResourceDescription;
/// An outward facing structure containing a resource
typedef struct FfxResource {
void* resource; ///< pointer to the resource.
wchar_t name[64];
FfxResourceDescription description;
FfxResourceStates state;
bool isDepth;
uint64_t descriptorData;
} FfxResource;
/// An internal structure containing a handle to a resource and resource views
typedef struct FfxResourceInternal {
int32_t internalIndex; ///< The index of the resource.
} FfxResourceInternal;
/// A structure defining a resource bind point
typedef struct FfxResourceBinding
{
uint32_t slotIndex;
uint32_t resourceIdentifier;
wchar_t name[64];
}FfxResourceBinding;
/// A structure encapsulating a single pass of an algorithm.
typedef struct FfxPipelineState {
FfxRootSignature rootSignature; ///< The pipelines rootSignature
FfxPipeline pipeline; ///< The pipeline object
uint32_t uavCount; ///< Count of UAVs used in this pipeline
uint32_t srvCount; ///< Count of SRVs used in this pipeline
uint32_t constCount; ///< Count of constant buffers used in this pipeline
FfxResourceBinding uavResourceBindings[FFX_MAX_NUM_UAVS]; ///< Array of ResourceIdentifiers bound as UAVs
FfxResourceBinding srvResourceBindings[FFX_MAX_NUM_SRVS]; ///< Array of ResourceIdentifiers bound as SRVs
FfxResourceBinding cbResourceBindings[FFX_MAX_NUM_CONST_BUFFERS]; ///< Array of ResourceIdentifiers bound as CBs
} FfxPipelineState;
/// A structure containing the data required to create a resource.
typedef struct FfxCreateResourceDescription {
FfxHeapType heapType; ///< The heap type to hold the resource, typically <c><i>FFX_HEAP_TYPE_DEFAULT</i></c>.
FfxResourceDescription resourceDescription; ///< A resource description.
FfxResourceStates initalState; ///< The initial resource state.
uint32_t initDataSize; ///< Size of initial data buffer.
void* initData; ///< Buffer containing data to fill the resource.
const wchar_t* name; ///< Name of the resource.
FfxResourceUsage usage; ///< Resource usage flags.
uint32_t id; ///< Internal resource ID.
} FfxCreateResourceDescription;
/// A structure containing the description used to create a
/// <c><i>FfxPipeline</i></c> structure.
///
/// A pipeline is the name given to a shader and the collection of state that
/// is required to dispatch it. In the context of FSR2 and its architecture
/// this means that a <c><i>FfxPipelineDescription</i></c> will map to either a
/// monolithic object in an explicit API (such as a
/// <c><i>PipelineStateObject</i></c> in DirectX 12). Or a shader and some
/// ancillary API objects (in something like DirectX 11).
///
/// The <c><i>contextFlags</i></c> field contains a copy of the flags passed
/// to <c><i>ffxFsr2ContextCreate</i></c> via the <c><i>flags</i></c> field of
/// the <c><i>FfxFsr2InitializationParams</i></c> structure. These flags are
/// used to determine which permutation of a pipeline for a specific
/// <c><i>FfxFsr2Pass</i></c> should be used to implement the features required
/// by each application, as well as to acheive the best performance on specific
/// target hardware configurations.
///
/// When using one of the provided backends for FSR2 (such as DirectX 12 or
/// Vulkan) the data required to create a pipeline is compiled offline and
/// included into the backend library that you are using. For cases where the
/// backend interface is overriden by providing custom callback function
/// implementations care should be taken to respect the contents of the
/// <c><i>contextFlags</i></c> field in order to correctly support the options
/// provided by FSR2, and acheive best performance.
///
/// @ingroup FSR2
typedef struct FfxPipelineDescription {
uint32_t contextFlags; ///< A collection of <c><i>FfxFsr2InitializationFlagBits</i></c> which were passed to the context.
FfxFilterType* samplers; ///< Array of static samplers.
size_t samplerCount; ///< The number of samples contained inside <c><i>samplers</i></c>.
const uint32_t* rootConstantBufferSizes; ///< Array containing the sizes of the root constant buffers (count of 32 bit elements).
uint32_t rootConstantBufferCount; ///< The number of root constants contained within <c><i>rootConstantBufferSizes</i></c>.
} FfxPipelineDescription;
/// A structure containing a constant buffer.
typedef struct FfxConstantBuffer {
uint32_t uint32Size; ///< Size of 32 bit chunks used in the constant buffer
uint32_t data[FFX_MAX_CONST_SIZE]; ///< Constant buffer data
}FfxConstantBuffer;
/// A structure describing a clear render job.
typedef struct FfxClearFloatJobDescription {
float color[4]; ///< The clear color of the resource.
FfxResourceInternal target; ///< The resource to be cleared.
} FfxClearFloatJobDescription;
/// A structure describing a compute render job.
typedef struct FfxComputeJobDescription {
FfxPipelineState pipeline; ///< Compute pipeline for the render job.
uint32_t dimensions[3]; ///< Dispatch dimensions.
FfxResourceInternal srvs[FFX_MAX_NUM_SRVS]; ///< SRV resources to be bound in the compute job.
wchar_t srvNames[FFX_MAX_NUM_SRVS][64];
FfxResourceInternal uavs[FFX_MAX_NUM_UAVS]; ///< UAV resources to be bound in the compute job.
uint32_t uavMip[FFX_MAX_NUM_UAVS]; ///< Mip level of UAV resources to be bound in the compute job.
wchar_t uavNames[FFX_MAX_NUM_UAVS][64];
FfxConstantBuffer cbs[FFX_MAX_NUM_CONST_BUFFERS]; ///< Constant buffers to be bound in the compute job.
wchar_t cbNames[FFX_MAX_NUM_CONST_BUFFERS][64];
} FfxComputeJobDescription;
/// A structure describing a copy render job.
typedef struct FfxCopyJobDescription
{
FfxResourceInternal src; ///< Source resource for the copy.
FfxResourceInternal dst; ///< Destination resource for the copy.
} FfxCopyJobDescription;
/// A structure describing a single render job.
typedef struct FfxGpuJobDescription{
FfxGpuJobType jobType; ///< Type of the job.
union {
FfxClearFloatJobDescription clearJobDescriptor; ///< Clear job descriptor. Valid when <c><i>jobType</i></c> is <c><i>FFX_RENDER_JOB_CLEAR_FLOAT</i></c>.
FfxCopyJobDescription copyJobDescriptor; ///< Copy job descriptor. Valid when <c><i>jobType</i></c> is <c><i>FFX_RENDER_JOB_COPY</i></c>.
FfxComputeJobDescription computeJobDescriptor; ///< Compute job descriptor. Valid when <c><i>jobType</i></c> is <c><i>FFX_RENDER_JOB_COMPUTE</i></c>.
};
} FfxGpuJobDescription;
#ifdef __cplusplus
}
#endif // #ifdef __cplusplus