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