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Diffstat (limited to 'thirdparty/amd-fsr2/ffx_fsr2.h')
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diff --git a/thirdparty/amd-fsr2/ffx_fsr2.h b/thirdparty/amd-fsr2/ffx_fsr2.h new file mode 100644 index 0000000000..7df3773ccc --- /dev/null +++ b/thirdparty/amd-fsr2/ffx_fsr2.h @@ -0,0 +1,458 @@ +// 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) |
