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057367bf4f
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.
458 lines
26 KiB
C++
458 lines
26 KiB
C++
// This file is part of the FidelityFX SDK.
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//
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// Copyright (c) 2022-2023 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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// @defgroup FSR2
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#pragma once
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// Include the interface for the backend of the FSR2 API.
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#include "ffx_fsr2_interface.h"
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/// FidelityFX Super Resolution 2 major version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_MAJOR (2)
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/// FidelityFX Super Resolution 2 minor version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_MINOR (2)
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/// FidelityFX Super Resolution 2 patch version.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_VERSION_PATCH (1)
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/// The size of the context specified in 32bit values.
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///
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/// @ingroup FSR2
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#define FFX_FSR2_CONTEXT_SIZE (16536)
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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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/// An enumeration of all the quality modes supported by FidelityFX Super
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/// Resolution 2 upscaling.
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///
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/// In order to provide a consistent user experience across multiple
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/// applications which implement FSR2. It is strongly recommended that the
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/// following preset scaling factors are made available through your
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/// application's user interface.
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///
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/// If your application does not expose the notion of preset scaling factors
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/// for upscaling algorithms (perhaps instead implementing a fixed ratio which
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/// is immutable) or implementing a more dynamic scaling scheme (such as
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/// dynamic resolution scaling), then there is no need to use these presets.
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///
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/// Please note that <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> is
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/// an optional mode which may introduce significant quality degradation in the
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/// final image. As such it is recommended that you evaluate the final results
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/// of using this scaling mode before deciding if you should include it in your
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/// application.
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///
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/// @ingroup FSR2
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typedef enum FfxFsr2QualityMode {
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FFX_FSR2_QUALITY_MODE_QUALITY = 1, ///< Perform upscaling with a per-dimension upscaling ratio of 1.5x.
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FFX_FSR2_QUALITY_MODE_BALANCED = 2, ///< Perform upscaling with a per-dimension upscaling ratio of 1.7x.
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FFX_FSR2_QUALITY_MODE_PERFORMANCE = 3, ///< Perform upscaling with a per-dimension upscaling ratio of 2.0x.
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FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE = 4 ///< Perform upscaling with a per-dimension upscaling ratio of 3.0x.
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} FfxFsr2QualityMode;
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/// An enumeration of bit flags used when creating a
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/// <c><i>FfxFsr2Context</i></c>. See <c><i>FfxFsr2ContextDescription</i></c>.
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///
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/// @ingroup FSR2
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typedef enum FfxFsr2InitializationFlagBits {
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FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE = (1<<0), ///< A bit indicating if the input color data provided is using a high-dynamic range.
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FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS = (1<<1), ///< A bit indicating if the motion vectors are rendered at display resolution.
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FFX_FSR2_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION = (1<<2), ///< A bit indicating that the motion vectors have the jittering pattern applied to them.
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FFX_FSR2_ENABLE_DEPTH_INVERTED = (1<<3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
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FFX_FSR2_ENABLE_DEPTH_INFINITE = (1<<4), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane.
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FFX_FSR2_ENABLE_AUTO_EXPOSURE = (1<<5), ///< A bit indicating if automatic exposure should be applied to input color data.
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FFX_FSR2_ENABLE_DYNAMIC_RESOLUTION = (1<<6), ///< A bit indicating that the application uses dynamic resolution scaling.
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FFX_FSR2_ENABLE_TEXTURE1D_USAGE = (1<<7), ///< A bit indicating that the backend should use 1D textures.
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FFX_FSR2_ENABLE_DEBUG_CHECKING = (1<<8), ///< A bit indicating that the runtime should check some API values and report issues.
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} FfxFsr2InitializationFlagBits;
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/// A structure encapsulating the parameters required to initialize FidelityFX
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/// Super Resolution 2 upscaling.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2ContextDescription {
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uint32_t flags; ///< A collection of <c><i>FfxFsr2InitializationFlagBits</i></c>.
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FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at.
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FfxDimensions2D displaySize; ///< The size of the presentation resolution targeted by the upscaling process.
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FfxFsr2Interface callbacks; ///< A set of pointers to the backend implementation for FSR 2.0.
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FfxDevice device; ///< The abstracted device which is passed to some callback functions.
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FfxFsr2Message fpMessage; ///< A pointer to a function that can recieve messages from the runtime.
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} FfxFsr2ContextDescription;
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/// A structure encapsulating the parameters for dispatching the various passes
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/// of FidelityFX Super Resolution 2.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2DispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record FSR2 rendering commands into.
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FfxResource color; ///< A <c><i>FfxResource</i></c> containing the color buffer for the current frame (at render resolution).
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FfxResource depth; ///< A <c><i>FfxResource</i></c> containing 32bit depth values for the current frame (at render resolution).
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FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing 2-dimensional motion vectors (at render resolution if <c><i>FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS</i></c> is not set).
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FfxResource exposure; ///< A optional <c><i>FfxResource</i></c> containing a 1x1 exposure value.
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FfxResource reactive; ///< A optional <c><i>FfxResource</i></c> containing alpha value of reactive objects in the scene.
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FfxResource transparencyAndComposition; ///< A optional <c><i>FfxResource</i></c> containing alpha value of special objects in the scene.
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FfxResource output; ///< A <c><i>FfxResource</i></c> containing the output color buffer for the current frame (at presentation resolution).
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FfxFloatCoords2D jitterOffset; ///< The subpixel jitter offset applied to the camera.
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FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors.
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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bool enableSharpening; ///< Enable an additional sharpening pass.
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float sharpness; ///< The sharpness value between 0 and 1, where 0 is no additional sharpness and 1 is maximum additional sharpness.
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float frameTimeDelta; ///< The time elapsed since the last frame (expressed in milliseconds).
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float preExposure; ///< The pre exposure value (must be > 0.0f)
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bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously.
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float cameraNear; ///< The distance to the near plane of the camera.
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float cameraFar; ///< The distance to the far plane of the camera.
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float cameraFovAngleVertical; ///< The camera angle field of view in the vertical direction (expressed in radians).
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float viewSpaceToMetersFactor; ///< The scale factor to convert view space units to meters
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// EXPERIMENTAL reactive mask generation parameters
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bool enableAutoReactive; ///< A boolean value to indicate internal reactive autogeneration should be used
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FfxResource colorOpaqueOnly; ///< A <c><i>FfxResource</i></c> containing the opaque only color buffer for the current frame (at render resolution).
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float autoTcThreshold; ///< Cutoff value for TC
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float autoTcScale; ///< A value to scale the transparency and composition mask
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float autoReactiveScale; ///< A value to scale the reactive mask
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float autoReactiveMax; ///< A value to clamp the reactive mask
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// -- GODOT start --
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float reprojectionMatrix[16]; ///< The matrix used for reprojecting pixels with invalid motion vectors by using the depth.
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// -- GODOT end --
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} FfxFsr2DispatchDescription;
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/// A structure encapsulating the parameters for automatic generation of a reactive mask
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2GenerateReactiveDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record FSR2 rendering commands into.
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FfxResource colorOpaqueOnly; ///< A <c><i>FfxResource</i></c> containing the opaque only color buffer for the current frame (at render resolution).
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FfxResource colorPreUpscale; ///< A <c><i>FfxResource</i></c> containing the opaque+translucent color buffer for the current frame (at render resolution).
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FfxResource outReactive; ///< A <c><i>FfxResource</i></c> containing the surface to generate the reactive mask into.
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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float scale; ///< A value to scale the output
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float cutoffThreshold; ///< A threshold value to generate a binary reactive mask
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float binaryValue; ///< A value to set for the binary reactive mask
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uint32_t flags; ///< Flags to determine how to generate the reactive mask
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} FfxFsr2GenerateReactiveDescription;
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/// A structure encapsulating the FidelityFX Super Resolution 2 context.
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///
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/// This sets up an object which contains all persistent internal data and
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/// resources that are required by FSR2.
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///
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/// The <c><i>FfxFsr2Context</i></c> object should have a lifetime matching
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/// your use of FSR2. Before destroying the FSR2 context care should be taken
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/// to ensure the GPU is not accessing the resources created or used by FSR2.
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/// It is therefore recommended that the GPU is idle before destroying the
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/// FSR2 context.
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///
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/// @ingroup FSR2
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typedef struct FfxFsr2Context {
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uint32_t data[FFX_FSR2_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
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} FfxFsr2Context;
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/// Create a FidelityFX Super Resolution 2 context from the parameters
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/// programmed to the <c><i>FfxFsr2CreateParams</i></c> structure.
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///
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/// The context structure is the main object used to interact with the FSR2
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/// API, and is responsible for the management of the internal resources used
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/// by the FSR2 algorithm. When this API is called, multiple calls will be
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/// made via the pointers contained in the <c><i>callbacks</i></c> structure.
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/// These callbacks will attempt to retreive the device capabilities, and
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/// create the internal resources, and pipelines required by FSR2's
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/// frame-to-frame function. Depending on the precise configuration used when
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/// creating the <c><i>FfxFsr2Context</i></c> a different set of resources and
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/// pipelines might be requested via the callback functions.
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///
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/// The flags included in the <c><i>flags</i></c> field of
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/// <c><i>FfxFsr2Context</i></c> how match the configuration of your
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/// application as well as the intended use of FSR2. It is important that these
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/// flags are set correctly (as well as a correct programmed
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/// <c><i>FfxFsr2DispatchDescription</i></c>) to ensure correct operation. It is
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/// recommended to consult the overview documentation for further details on
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/// how FSR2 should be integerated into an application.
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///
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/// When the <c><i>FfxFsr2Context</i></c> is created, you should use the
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/// <c><i>ffxFsr2ContextDispatch</i></c> function each frame where FSR2
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/// upscaling should be applied. See the documentation of
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/// <c><i>ffxFsr2ContextDispatch</i></c> for more details.
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///
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/// The <c><i>FfxFsr2Context</i></c> should be destroyed when use of it is
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/// completed, typically when an application is unloaded or FSR2 upscaling is
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/// disabled by a user. To destroy the FSR2 context you should call
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/// <c><i>ffxFsr2ContextDestroy</i></c>.
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///
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/// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to populate.
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/// @param [in] contextDescription A pointer to a <c><i>FfxFsr2ContextDescription</i></c> structure.
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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_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>contextDescription</i></c> was <c><i>NULL</i></c>.
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/// @retval
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/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxFsr2ContextDescription.callbacks</i></c> was not fully specified.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextCreate(FfxFsr2Context* context, const FfxFsr2ContextDescription* contextDescription);
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/// Dispatch the various passes that constitute FidelityFX Super Resolution 2.
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///
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/// FSR2 is a composite effect, meaning that it is compromised of multiple
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/// constituent passes (implemented as one or more clears, copies and compute
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/// dispatches). The <c><i>ffxFsr2ContextDispatch</i></c> function is the
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/// function which (via the use of the functions contained in the
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/// <c><i>callbacks</i></c> field of the <c><i>FfxFsr2Context</i></c>
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/// structure) utlimately generates the sequence of graphics API calls required
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/// each frame.
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///
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/// As with the creation of the <c><i>FfxFsr2Context</i></c> correctly
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/// programming the <c><i>FfxFsr2DispatchDescription</i></c> is key to ensuring
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/// the correct operation of FSR2. It is particularly important to ensure that
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/// camera jitter is correctly applied to your application's projection matrix
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/// (or camera origin for raytraced applications). FSR2 provides the
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/// <c><i>ffxFsr2GetJitterPhaseCount</i></c> and
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/// <c><i>ffxFsr2GetJitterOffset</i></c> entry points to help applications
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/// correctly compute the camera jitter. Whatever jitter pattern is used by the
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/// application it should be correctly programmed to the
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/// <c><i>jitterOffset</i></c> field of the <c><i>dispatchDescription</i></c>
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/// structure. For more guidance on camera jitter please consult the
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/// documentation for <c><i>ffxFsr2GetJitterOffset</i></c> as well as the
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/// accompanying overview documentation for FSR2.
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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] dispatchDescription A pointer to a <c><i>FfxFsr2DispatchDescription</i></c> structure.
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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_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>.
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/// @retval
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/// FFX_ERROR_OUT_OF_RANGE The operation failed because <c><i>dispatchDescription.renderSize</i></c> was larger than the maximum render resolution.
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/// @retval
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/// FFX_ERROR_NULL_DEVICE The operation failed because the device inside the context was <c><i>NULL</i></c>.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextDispatch(FfxFsr2Context* context, const FfxFsr2DispatchDescription* dispatchDescription);
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/// A helper function generate a Reactive mask from an opaque only texure and one containing translucent objects.
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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] params A pointer to a <c><i>FfxFsr2GenerateReactiveDescription</i></c> structure
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextGenerateReactiveMask(FfxFsr2Context* context, const FfxFsr2GenerateReactiveDescription* params);
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/// Destroy the FidelityFX Super Resolution context.
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///
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/// @param [out] context A pointer to a <c><i>FfxFsr2Context</i></c> structure to destroy.
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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_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2ContextDestroy(FfxFsr2Context* context);
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/// Get the upscale ratio from the quality mode.
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///
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/// The following table enumerates the mapping of the quality modes to
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/// per-dimension scaling ratios.
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///
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/// Quality preset | Scale factor
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/// ----------------------------------------------------- | -------------
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/// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x
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/// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x
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/// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x
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/// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x
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///
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/// Passing an invalid <c><i>qualityMode</i></c> will return 0.0f.
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///
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/// @param [in] qualityMode The quality mode preset.
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///
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/// @returns
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/// The upscaling the per-dimension upscaling ratio for
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/// <c><i>qualityMode</i></c> according to the table above.
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///
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/// @ingroup FSR2
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FFX_API float ffxFsr2GetUpscaleRatioFromQualityMode(FfxFsr2QualityMode qualityMode);
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/// A helper function to calculate the rendering resolution from a target
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/// resolution and desired quality level.
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///
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/// This function applies the scaling factor returned by
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/// <c><i>ffxFsr2GetUpscaleRatioFromQualityMode</i></c> to each dimension.
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///
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/// @param [out] renderWidth A pointer to a <c>uint32_t</c> which will hold the calculated render resolution width.
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/// @param [out] renderHeight A pointer to a <c>uint32_t</c> which will hold the calculated render resolution height.
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/// @param [in] displayWidth The target display resolution width.
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/// @param [in] displayHeight The target display resolution height.
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/// @param [in] qualityMode The desired quality mode for FSR 2 upscaling.
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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_INVALID_POINTER Either <c><i>renderWidth</i></c> or <c><i>renderHeight</i></c> was <c>NULL</c>.
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/// @retval
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/// FFX_ERROR_INVALID_ENUM An invalid quality mode was specified.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2GetRenderResolutionFromQualityMode(
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uint32_t* renderWidth,
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uint32_t* renderHeight,
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uint32_t displayWidth,
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uint32_t displayHeight,
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FfxFsr2QualityMode qualityMode);
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/// A helper function to calculate the jitter phase count from display
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/// resolution.
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///
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/// For more detailed information about the application of camera jitter to
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/// your application's rendering please refer to the
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/// <c><i>ffxFsr2GetJitterOffset</i></c> function.
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///
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/// The table below shows the jitter phase count which this function
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/// would return for each of the quality presets.
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///
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/// Quality preset | Scale factor | Phase count
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/// ----------------------------------------------------- | ------------- | ---------------
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/// <c><i>FFX_FSR2_QUALITY_MODE_QUALITY</i></c> | 1.5x | 18
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/// <c><i>FFX_FSR2_QUALITY_MODE_BALANCED</i></c> | 1.7x | 23
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/// <c><i>FFX_FSR2_QUALITY_MODE_PERFORMANCE</i></c> | 2.0x | 32
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/// <c><i>FFX_FSR2_QUALITY_MODE_ULTRA_PERFORMANCE</i></c> | 3.0x | 72
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/// Custom | [1..n]x | ceil(8*n^2)
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///
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/// @param [in] renderWidth The render resolution width.
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/// @param [in] displayWidth The display resolution width.
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///
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/// @returns
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/// The jitter phase count for the scaling factor between <c><i>renderWidth</i></c> and <c><i>displayWidth</i></c>.
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///
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/// @ingroup FSR2
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FFX_API int32_t ffxFsr2GetJitterPhaseCount(int32_t renderWidth, int32_t displayWidth);
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/// A helper function to calculate the subpixel jitter offset.
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///
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/// FSR2 relies on the application to apply sub-pixel jittering while rendering.
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/// This is typically included in the projection matrix of the camera. To make
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/// the application of camera jitter simple, the FSR2 API provides a small set
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/// of utility function which computes the sub-pixel jitter offset for a
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/// particular frame within a sequence of separate jitter offsets. To begin, the
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/// index within the jitter phase must be computed. To calculate the
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/// sequence's length, you can call the <c><i>ffxFsr2GetJitterPhaseCount</i></c>
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/// function. The index should be a value which is incremented each frame modulo
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/// the length of the sequence computed by <c><i>ffxFsr2GetJitterPhaseCount</i></c>.
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/// The index within the jitter phase is passed to
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/// <c><i>ffxFsr2GetJitterOffset</i></c> via the <c><i>index</i></c> parameter.
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///
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/// This function uses a Halton(2,3) sequence to compute the jitter offset.
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/// The ultimate index used for the sequence is <c><i>index</i></c> %
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/// <c><i>phaseCount</i></c>.
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///
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/// It is important to understand that the values returned from the
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/// <c><i>ffxFsr2GetJitterOffset</i></c> function are in unit pixel space, and
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/// in order to composite this correctly into a projection matrix we must
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/// convert them into projection offsets. This is done as per the pseudo code
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/// listing which is shown below.
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///
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/// const int32_t jitterPhaseCount = ffxFsr2GetJitterPhaseCount(renderWidth, displayWidth);
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///
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/// float jitterX = 0;
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/// float jitterY = 0;
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/// ffxFsr2GetJitterOffset(&jitterX, &jitterY, index, jitterPhaseCount);
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///
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/// const float jitterX = 2.0f * jitterX / (float)renderWidth;
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/// const float jitterY = -2.0f * jitterY / (float)renderHeight;
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/// const Matrix4 jitterTranslationMatrix = translateMatrix(Matrix3::identity, Vector3(jitterX, jitterY, 0));
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/// const Matrix4 jitteredProjectionMatrix = jitterTranslationMatrix * projectionMatrix;
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///
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/// Jitter should be applied to all rendering. This includes opaque, alpha
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/// transparent, and raytraced objects. For rasterized objects, the sub-pixel
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/// jittering values calculated by the <c><i>iffxFsr2GetJitterOffset</i></c>
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/// function can be applied to the camera projection matrix which is ultimately
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/// used to perform transformations during vertex shading. For raytraced
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/// rendering, the sub-pixel jitter should be applied to the ray's origin,
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/// often the camera's position.
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///
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/// Whether you elect to use the <c><i>ffxFsr2GetJitterOffset</i></c> function
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/// or your own sequence generator, you must program the
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/// <c><i>jitterOffset</i></c> field of the
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/// <c><i>FfxFsr2DispatchParameters</i></c> structure in order to inform FSR2
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/// of the jitter offset that has been applied in order to render each frame.
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///
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/// If not using the recommended <c><i>ffxFsr2GetJitterOffset</i></c> function,
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/// care should be taken that your jitter sequence never generates a null vector;
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/// that is value of 0 in both the X and Y dimensions.
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///
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/// @param [out] outX A pointer to a <c>float</c> which will contain the subpixel jitter offset for the x dimension.
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/// @param [out] outY A pointer to a <c>float</c> which will contain the subpixel jitter offset for the y dimension.
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/// @param [in] index The index within the jitter sequence.
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/// @param [in] phaseCount The length of jitter phase. See <c><i>ffxFsr2GetJitterPhaseCount</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_INVALID_POINTER Either <c><i>outX</i></c> or <c><i>outY</i></c> was <c>NULL</c>.
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/// @retval
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/// FFX_ERROR_INVALID_ARGUMENT Argument <c><i>phaseCount</i></c> must be greater than 0.
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///
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/// @ingroup FSR2
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FFX_API FfxErrorCode ffxFsr2GetJitterOffset(float* outX, float* outY, int32_t index, int32_t phaseCount);
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/// A helper function to check if a resource is
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/// <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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///
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/// @param [in] resource A <c><i>FfxResource</i></c>.
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///
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/// @returns
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/// true The <c><i>resource</i></c> was not <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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/// @returns
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/// false The <c><i>resource</i></c> was <c><i>FFX_FSR2_RESOURCE_IDENTIFIER_NULL</i></c>.
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///
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/// @ingroup FSR2
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FFX_API bool ffxFsr2ResourceIsNull(FfxResource resource);
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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