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Some renaming
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betterRenderer/thirdparty/fsr2/include/FidelityFX/host/ffx_sssr.h
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betterRenderer/thirdparty/fsr2/include/FidelityFX/host/ffx_sssr.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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#pragma once
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// Include the interface for the backend of the SSSR API.
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#include <FidelityFX/host/ffx_interface.h>
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/// @defgroup FfxSssr FidelityFX SSSR
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/// FidelityFX Stochastic Screen Space Reflections runtime library
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///
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/// @ingroup SDKComponents
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/// FidelityFX Stochastic Screen Space Reflections major version.
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///
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/// @ingroup FfxSssr
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#define FFX_SSSR_VERSION_MAJOR (1)
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/// FidelityFX Stochastic Screen Space Reflections minor version.
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///
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/// @ingroup FfxSssr
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#define FFX_SSSR_VERSION_MINOR (5)
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/// FidelityFX Stochastic Screen Space Reflections patch version.
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///
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/// @ingroup FfxSssr
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#define FFX_SSSR_VERSION_PATCH (0)
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/// FidelityFX SSSR context count
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///
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/// Defines the number of internal effect contexts required by SSSR
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/// We need 2, one for the SSSR context and one for the FidelityFX Denoiser
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///
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/// @ingroup FfxSssr
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#define FFX_SSSR_CONTEXT_COUNT 2
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/// The size of the context specified in 32bit values.
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///
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/// @ingroup FfxSssr
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#define FFX_SSSR_CONTEXT_SIZE (118882)
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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 passes which constitute the SSSR algorithm.
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///
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/// SSSR is implemented as a composite of several compute passes each
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/// computing a key part of the final result. Each call to the
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/// <c><i>FfxSssrScheduleGpuJobFunc</i></c> callback function will
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/// correspond to a single pass included in <c><i>FfxSssrPass</i></c>. For a
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/// more comprehensive description of each pass, please refer to the SSSR
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/// reference documentation.
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///
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/// @ingroup FfxSssr
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typedef enum FfxSssrPass
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{
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FFX_SSSR_PASS_DEPTH_DOWNSAMPLE = 0, ///< A pass which performs the hierarchical depth buffer generation
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FFX_SSSR_PASS_CLASSIFY_TILES = 1, ///< A pass which classifies which pixels require screen space ray marching
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FFX_SSSR_PASS_PREPARE_BLUE_NOISE_TEXTURE = 2, ///< A pass which generates an optimized blue noise texture
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FFX_SSSR_PASS_PREPARE_INDIRECT_ARGS = 3, ///< A pass which generates the indirect arguments for the intersection pass.
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FFX_SSSR_PASS_INTERSECTION = 4, ///< A pass which performs the actual hierarchical depth ray marching.
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FFX_SSSR_PASS_COUNT
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} FfxSssrPass;
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/// An enumeration of bit flags used when creating a
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/// <c><i>FfxSssrContext</i></c>. See <c><i>FfxSssrContextDescription</i></c>.
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///
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/// @ingroup FfxSssr
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typedef enum FfxSssrInitializationFlagBits {
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FFX_SSSR_ENABLE_DEPTH_INVERTED = (1 << 0) ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
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} FfxSssrInitializationFlagBits;
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/// A structure encapsulating the parameters required to initialize FidelityFX
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/// Stochastic Screen Space Reflections.
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///
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/// @ingroup ffxSssr
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typedef struct FfxSssrContextDescription
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{
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uint32_t flags; ///< A collection of <c><i>FfxSssrInitializationFlagBits</i></c>.
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FfxDimensions2D renderSize; ///< The resolution we are currently rendering at
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FfxSurfaceFormat normalsHistoryBufferFormat; ///< The format used by the reflections denoiser to store the normals buffer history
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FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX SDK
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} FfxSssrContextDescription;
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/// A structure encapsulating the parameters for dispatching the various passes
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/// of FidelityFX Stochastic Screen Space Reflections.
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///
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/// @ingroup ffxSssr
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typedef struct FfxSssrDispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record SSSR rendering commands into.
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FfxResource color; ///< A <c><i>FfxResource</i></c> containing the color buffer for the current frame.
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FfxResource depth; ///< A <c><i>FfxResource</i></c> containing the depth buffer for the current frame.
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FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing the motion vectors buffer for the current frame.
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FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normal buffer for the current frame.
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FfxResource materialParameters; ///< A <c><i>FfxResource</i></c> containing the roughness buffer for the current frame.
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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 brdfTexture; ///< A <c><i>FfxResource</i></c> containing the precomputed brdf LUT.
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FfxResource output; ///< A <c><i>FfxResource</i></c> to store the result of the SSSR algorithm into.
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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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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors.
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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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float normalUnPackMul; ///< A multiply factor to transform the normal to the space expected by SSSR.
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float normalUnPackAdd; ///< An offset to transform the normal to the space expected by SSSR.
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uint32_t roughnessChannel; ///< The channel to read the roughness from the materialParameters texture
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bool isRoughnessPerceptual; ///< A boolean to describe the space used to store roughness in the materialParameters texture. If false, we assume roughness squared was stored in the Gbuffer.
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float temporalStabilityFactor; ///< A factor to control the accmulation of history values. Higher values reduce noise, but are more likely to exhibit ghosting artefacts.
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float depthBufferThickness; ///< A bias for accepting hits. Larger values can cause streaks, lower values can cause holes.
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float roughnessThreshold; ///< Regions with a roughness value greater than this threshold won't spawn rays.
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float varianceThreshold; ///< Luminance differences between history results will trigger an additional ray if they are greater than this threshold value.
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uint32_t maxTraversalIntersections; ///< Caps the maximum number of lookups that are performed from the depth buffer hierarchy. Most rays should terminate after approximately 20 lookups.
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uint32_t minTraversalOccupancy; ///< Exit the core loop early if less than this number of threads are running.
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uint32_t mostDetailedMip; ///< The most detailed MIP map level in the depth hierarchy. Perfect mirrors always use 0 as the most detailed level.
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uint32_t samplesPerQuad; ///< The minimum number of rays per quad. Variance guided tracing can increase this up to a maximum of 4.
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uint32_t temporalVarianceGuidedTracingEnabled; ///< A boolean controlling whether a ray should be spawned on pixels where a temporal variance is detected or not.
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} FfxSssrDispatchDescription;
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/// A structure encapsulating the FidelityFX Stochastic Screen Space Reflections 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 SSSR.
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///
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/// The <c><i>FfxSssrContext</i></c> object should have a lifetime matching
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/// your use of SSSR. Before destroying the SSSR context care should be taken
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/// to ensure the GPU is not accessing the resources created or used by SSSR.
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/// It is therefore recommended that the GPU is idle before destroying the
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/// SSSR context.
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///
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/// @ingroup ffxSssr
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typedef struct FfxSssrContext
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{
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uint32_t data[FFX_SSSR_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
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} FfxSssrContext;
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/// Create a FidelityFX Stochastic Screen Space Reflections context from the parameters
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/// programmed to the <c><i>FfxSssrCreateParams</i></c> structure.
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///
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/// The context structure is the main object used to interact with the SSSR
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/// API, and is responsible for the management of the internal resources used
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/// by the SSSR 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 SSSR's
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/// frame-to-frame function. Depending on the precise configuration used when
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/// creating the <c><i>FfxSssrContext</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>FfxSssrContext</i></c> how match the configuration of your
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/// application as well as the intended use of SSSR. 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>FfxSssrDispatchDescription</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 SSSR should be integerated into an application.
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///
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/// When the <c><i>FfxSssrContext</i></c> is created, you should use the
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/// <c><i>ffxSssrContextDispatch</i></c> function each frame where SSSR
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/// algorithm should be applied. See the documentation of
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/// <c><i>ffxSssrContextDispatch</i></c> for more details.
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///
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/// The <c><i>FfxSssrContext</i></c> should be destroyed when use of it is
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/// completed, typically when an application is unloaded or SSSR upscaling is
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/// disabled by a user. To destroy the SSSR context you should call
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/// <c><i>ffxSssrContextDestroy</i></c>.
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///
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/// @param [out] pContext A pointer to a <c><i>FfxSssrContext</i></c> structure to populate.
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/// @param [in] pContextDescription A pointer to a <c><i>FfxSssrContextDescription</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>FfxSssrContextDescription.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 ffxSssr
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FFX_API FfxErrorCode ffxSssrContextCreate(FfxSssrContext* context, const FfxSssrContextDescription* contextDescription);
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/// Dispatch the various passes that constitute the FidelityFX Stochastic Screen Space Reflections.
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///
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/// SSSR 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>ffxSssrContextDispatch</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>FfxSssrContext</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>FfxSssrContext</i></c> correctly
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/// programming the <c><i>FfxSssrDispatchDescription</i></c> is key to ensuring
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/// the correct operation of SSSR.
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///
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/// @param [in] pContext A pointer to a <c><i>FfxSssrContext</i></c> structure.
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/// @param [in] pDispatchDescription A pointer to a <c><i>FfxSssrDispatchDescription</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_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 ffxSssr
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FFX_API FfxErrorCode ffxSssrContextDispatch(FfxSssrContext* context, const FfxSssrDispatchDescription* dispatchDescription);
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/// Destroy the FidelityFX Stochastic Screen Space Reflections context.
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///
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/// @param [out] pContext A pointer to a <c><i>FfxSssrContext</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 ffxSssr
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FFX_API FfxErrorCode ffxSssrContextDestroy(FfxSssrContext* context);
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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 ffxSssr
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FFX_API FfxVersionNumber ffxSssrGetEffectVersion();
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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