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Some renaming
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288
betterRenderer/thirdparty/fsr2/include/FidelityFX/host/ffx_classifier.h
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betterRenderer/thirdparty/fsr2/include/FidelityFX/host/ffx_classifier.h
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// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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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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//
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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 Classifier
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#pragma once
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#define FFX_CLASSIFIER_MAX_SHADOW_MAP_TEXTURES_COUNT 4
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// Include the interface for the backend of the FSR2 API.
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#include <FidelityFX/host/ffx_interface.h>
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/// @defgroup ffxClassifier FidelityFX Classifier
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/// FidelityFX Classifier runtime library
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///
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/// @ingroup SDKComponents
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/// FidelityFX Classifier major version.
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///
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/// @ingroup ffxClassifier
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#define FFX_CLASSIFIER_VERSION_MAJOR (1)
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/// FidelityFX Classifier minor version.
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///
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/// @ingroup ffxClassifier
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#define FFX_CLASSIFIER_VERSION_MINOR (3)
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/// FidelityFX Classifier patch version.
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///
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/// @ingroup ffxClassifier
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#define FFX_CLASSIFIER_VERSION_PATCH (0)
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/// FidelityFX Classifier context count
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///
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/// Defines the number of internal effect contexts required by Classifier
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///
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/// @ingroup ffxClassifier
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#define FFX_CLASSIFIER_CONTEXT_COUNT 1
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/// The size of the context specified in 32bit values.
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///
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/// @ingroup ffxClassifier
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#define FFX_CLASSIFIER_CONTEXT_SIZE (18500)
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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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/// Enum to specify which blur pass (currently only one).
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///
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/// @ffxClassifier
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typedef enum FfxClassifierPass
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{
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FFX_CLASSIFIER_SHADOW_PASS_CLASSIFIER = 0, ///< The Tile Classification Pass
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FFX_CLASSIFIER_REFLECTION_PASS_TILE_CLASSIFIER = 1, ///< Reflections tile classification pass
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FFX_CLASSIFIER_PASS_COUNT ///< The number of passes in the Classifier effect
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} FfxClassifierPass;
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/// An enumeration of bit flags used when creating a
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/// <c><i>FfxClassifierContext</i></c>. See <c><i>FfxClassifierContextDescription</i></c>.
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/// Currently, no flags exist.
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///
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/// @ingroup ffxClassifier
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typedef enum FfxClassifierInitializationFlagBits {
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FFX_CLASSIFIER_SHADOW = (1 << 0), ///< A bit indicating the intent is to classify shadows
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FFX_CLASSIFIER_CLASSIFY_BY_NORMALS = (1 << 1), ///< A bit indicating the intent is to classify by normals
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FFX_CLASSIFIER_CLASSIFY_BY_CASCADES = (1 << 2), ///< A bit indicating the intent is to classify by cascades
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FFX_CLASSIFIER_ENABLE_DEPTH_INVERTED = (1 << 3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
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FFX_CLASSIFIER_REFLECTION = (1 << 4), ///< A bit indicating the intent is to classify reflections
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} FfxClassifierInitializationFlagBits;
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/// A structure encapsulating the parameters required to initialize FidelityFX
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/// Classifier.
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///
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/// @ingroup ffxClassifier
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typedef struct FfxClassifierContextDescription {
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uint32_t flags; ///< A collection of @ref FfxClassifierInitializationFlagBits
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FfxDimensions2D resolution; ///< Resolution of the shadow dispatch call
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FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX Classifier
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} FfxClassifierContextDescription;
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/// A structure encapsulating the parameters for dispatching
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/// of FidelityFX Classifier for shadows
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///
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/// @ingroup ffxClassifier
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typedef struct FfxClassifierShadowDispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Classifier rendering commands into.
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FfxResource depth; ///< The <c><i>FfxResource</i></c> (SRV Texture 0)containing depth information
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FfxResource normals; ///< The <c><i>FfxResource</i></c> (SRV Texture 1)containing normals information
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FfxResource shadowMaps[FFX_CLASSIFIER_MAX_SHADOW_MAP_TEXTURES_COUNT]; ///< The <c><i>FfxResource</i></c> (SRV Texture 2)containing shadowMap(s) information
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FfxResource workQueue; ///< The <c><i>FfxResource</i></c> (UAV Buffer 0)Work Queue: rwsb_tiles.
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FfxResource workQueueCount; ///< The <c><i>FfxResource</i></c> (UAV Buffer 1)Work Queue Counter: rwb_tileCount
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FfxResource rayHitTexture; ///< The <c><i>FfxResource</i></c> (UAV Texture 0)Ray Hit Texture
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FfxFloat32 normalsUnPackMul; ///< A multiply factor to transform the normal to the space expected by the Classifier
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FfxFloat32 normalsUnPackAdd; ///< An offset to transform the normal to the space expected by the Classifier
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// Constant Data
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FfxFloat32x3 lightDir; ///< The light direction
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FfxFloat32 sunSizeLightSpace; ///< The sun size
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FfxUInt32 tileCutOff; ///< The tile cutoff
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FfxBoolean bRejectLitPixels; ///< UI Setting, selects wheter to reject lit pixels in the shadows maps
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FfxUInt32 cascadeCount; ///< The number of cascades
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FfxFloat32 blockerOffset; ///< UI Setting, the blocker offsett
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FfxBoolean bUseCascadesForRayT; ///< UI Setting, selects whether to use the classifier to save ray intervals
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FfxFloat32 cascadeSize; ///< The cascade size
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FfxFloat32x4 cascadeScale[4]; ///< A multiply factor for each cascade
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FfxFloat32x4 cascadeOffset[4]; ///< An offeset factor for each cascade
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// Matrices
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FfxFloat32 viewToWorld[16];
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FfxFloat32 lightView[16];
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FfxFloat32 inverseLightView[16];
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} FfxClassifierShadowDispatchDescription;
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/// A structure encapsulating the parameters for dispatching
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/// of FidelityFX Classifier for reflections
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///
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/// @ingroup ffxClassifier
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typedef struct FfxClassifierReflectionDispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Hybrid Reflections rendering commands into.
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FfxResource depth; ///< A <c><i>FfxResource</i></c> containing the depth buffer for the current frame (at render resolution).
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FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing the motion vectors buffer for the current frame (at render resolution).
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FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normal buffer for the current frame (at render resolution).
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FfxResource materialParameters; ///< A <c><i>FfxResource</i></c> containing the aoRoughnessMetallic buffer for the current frame (at render resolution).
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FfxResource environmentMap; ///< A <c><i>FfxResource</i></c> containing the environment map to fallback to when screenspace data is not sufficient
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FfxResource radiance;
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FfxResource varianceHistory;
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FfxResource hitCounter;
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FfxResource hitCounterHistory;
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FfxResource rayList;
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FfxResource rayListHW;
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FfxResource extractedRoughness;
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FfxResource rayCounter;
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FfxResource denoiserTileList;
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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float invViewProjection[16]; ///< An array containing the inverse of the view projection matrix in column major layout.
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float projection[16]; ///< An array containing the projection matrix in column major layout.
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float invProjection[16]; ///< An array containing the inverse of the projection matrix in column major layout.
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float view[16]; ///< An array containing the view matrix in column major layout.
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float invView[16]; ///< An array containing the inverse of the view matrix in column major layout.
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float prevViewProjection[16]; ///< An array containing the previous frame's view projection matrix in column major layout.
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float iblFactor; ///< A factor to control the intensity of the image based lighting. Set to 1 for an HDR probe.
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uint32_t frameIndex;
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uint32_t samplesPerQuad;
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uint32_t temporalVarianceGuidedTracingEnabled;
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float globalRoughnessThreshold;
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float rtRoughnessThreshold;
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uint32_t mask;
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uint32_t reflectionWidth;
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uint32_t reflectionHeight;
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float hybridMissWeight;
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float hybridSpawnRate;
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float vrtVarianceThreshold;
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float reflectionsBackfacingThreshold;
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uint32_t randomSamplesPerPixel;
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float motionVectorScale[2];
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float normalsUnpackMul;
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float normalsUnpackAdd;
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uint32_t roughnessChannel;
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bool isRoughnessPerceptual;
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} FfxClassifierReflectionDispatchDescription;
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/// A structure encapsulating the FidelityFX Classifier 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 the Classifier.
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///
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/// The <c><i>FfxClassifierContext</i></c> object should have a lifetime matching
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/// your use of the Classifier. Before destroying the Classifier context care should be taken
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/// to ensure the GPU is not accessing the resources created or used by the Classifier.
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/// It is therefore recommended that the GPU is idle before destroying the
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/// Classifier context.
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///
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/// @ingroup ffxClassifier
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typedef struct FfxClassifierContext {
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uint32_t data[FFX_CLASSIFIER_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
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} FfxClassifierContext;
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/// Create a FidelityFX Classifier context from the parameters
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/// programmed to the <c><i>FfxClassifierContextDescription</i></c> structure.
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///
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/// The context structure is the main object used to interact with the Classifier
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/// API, and is responsible for the management of the internal resources
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/// used by the Classifier. When this API is called, multiple calls
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/// will be made via the pointers contained in the <c><i>backendInterface</i></c>
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/// structure. This backend will attempt to retrieve the device capabilities,
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/// and create the internal resources, and pipelines required by the Classifier to function.
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/// Depending on the precise configuration used when
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/// creating the <c><i>FfxClassifierContext</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 <c><i>FfxClassifierContext</i></c> should be destroyed when use of it is
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/// completed, typically when an application is unloaded or the Classifier
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/// is disabled by a user. To destroy the Classifier context you
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/// should call <c><i>FfxClassifierContextDestroy</i></c>.
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///
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/// @param [out] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure to populate.
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/// @param [in] pContextDescription A pointer to a <c><i>FfxClassifierContextDescription</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>FfxClassifierContextDescription.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 ffxClassifier
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FFX_API FfxErrorCode ffxClassifierContextCreate(FfxClassifierContext* pContext, const FfxClassifierContextDescription* pContextDescription);
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/// Dispatches work to the FidelityFX Classifier context for shadows
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///
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/// @param [in] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure.
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/// @param [in] pDispatchDescription A pointer to a <c><i>FfxClassifierShadowDispatchDescription</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_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup ffxClassifier
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FFX_API FfxErrorCode ffxClassifierContextShadowDispatch(FfxClassifierContext* pContext, const FfxClassifierShadowDispatchDescription* pDispatchDescription);
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/// Dispatches work to the FidelityFX Classifier context for reflections
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///
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/// @param [in] pContext A pointer to a <c><i>FfxClassifierContext</i></c> structure.
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/// @param [in] pDispatchDescription A pointer to a <c><i>FfxClassifierReflectionDispatchDescription</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_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup ffxClassifier
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FFX_API FfxErrorCode ffxClassifierContextReflectionDispatch(FfxClassifierContext* pContext, const FfxClassifierReflectionDispatchDescription* pDispatchDescription);
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/// Destroy the FidelityFX Classifier context.
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///
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/// @param [out] pContext A pointer to a <c><i>FfxClassifierContext</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 <c><i>context</i></c> was <c><i>NULL</i></c>.
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///
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/// @ingroup ffxClassifier
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FFX_API FfxErrorCode ffxClassifierContextDestroy(FfxClassifierContext* pContext);
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/// Queries the effect version number.
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///
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/// @returns
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/// The SDK version the effect was built with.
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///
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/// @ingroup ffxClassifier
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FFX_API FfxVersionNumber ffxClassifierGetEffectVersion();
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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