godot/thirdparty/amd-fsr2/ffx_fsr2_private.h
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

87 lines
3.9 KiB
C++

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 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
// Constants for FSR2 DX12 dispatches. Must be kept in sync with cbFSR2 in ffx_fsr2_callbacks_hlsl.h
typedef struct Fsr2Constants {
int32_t renderSize[2];
int32_t maxRenderSize[2];
int32_t displaySize[2];
int32_t inputColorResourceDimensions[2];
int32_t lumaMipDimensions[2];
int32_t lumaMipLevelToUse;
int32_t frameIndex;
float deviceToViewDepth[4];
float jitterOffset[2];
float motionVectorScale[2];
float downscaleFactor[2];
float motionVectorJitterCancellation[2];
float preExposure;
float previousFramePreExposure;
float tanHalfFOV;
float jitterPhaseCount;
float deltaTime;
float dynamicResChangeFactor;
float viewSpaceToMetersFactor;
// -- GODOT start --
float pad;
float reprojectionMatrix[16];
// -- GODOT end --
} Fsr2Constants;
struct FfxFsr2ContextDescription;
struct FfxDeviceCapabilities;
struct FfxPipelineState;
struct FfxResource;
// FfxFsr2Context_Private
// The private implementation of the FSR2 context.
typedef struct FfxFsr2Context_Private {
FfxFsr2ContextDescription contextDescription;
Fsr2Constants constants;
FfxDevice device;
FfxDeviceCapabilities deviceCapabilities;
FfxPipelineState pipelineDepthClip;
FfxPipelineState pipelineReconstructPreviousDepth;
FfxPipelineState pipelineLock;
FfxPipelineState pipelineAccumulate;
FfxPipelineState pipelineAccumulateSharpen;
FfxPipelineState pipelineRCAS;
FfxPipelineState pipelineComputeLuminancePyramid;
FfxPipelineState pipelineGenerateReactive;
FfxPipelineState pipelineTcrAutogenerate;
// 2 arrays of resources, as e.g. FFX_FSR2_RESOURCE_IDENTIFIER_LOCK_STATUS will use different resources when bound as SRV vs when bound as UAV
FfxResourceInternal srvResources[FFX_FSR2_RESOURCE_IDENTIFIER_COUNT];
FfxResourceInternal uavResources[FFX_FSR2_RESOURCE_IDENTIFIER_COUNT];
bool firstExecution;
bool refreshPipelineStates;
uint32_t resourceFrameIndex;
float previousJitterOffset[2];
int32_t jitterPhaseCountRemaining;
} FfxFsr2Context_Private;