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ffx_fsr2_dx12.h
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ffx_fsr2_dx12.h
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// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022 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.
// This file contains function declarations to convert DX12 resources
// to and from API independent FFX resources.
// @defgroup DX12
#pragma once
#include <d3d12.h>
#include "../ffx_fsr2_interface.h"
#if defined(__cplusplus)
extern "C" {
#endif // #if defined(__cplusplus)
/// Query how much memory is required for the DirectX 12 backend's scratch buffer.
///
/// @returns
/// The size (in bytes) of the required scratch memory buffer for the DX12 backend.
FFX_API size_t ffxFsr2GetScratchMemorySizeDX12();
/// Populate an interface with pointers for the DX12 backend.
///
/// @param [out] fsr2Interface A pointer to a <c><i>FfxFsr2Interface</i></c> structure to populate with pointers.
/// @param [in] device A pointer to the DirectX12 device.
/// @param [in] scratchBuffer A pointer to a buffer of memory which can be used by the DirectX(R)12 backend.
/// @param [in] scratchBufferSize The size (in bytes) of the buffer pointed to by <c><i>scratchBuffer</i></c>.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_INVALID_POINTER The <c><i>interface</i></c> pointer was <c><i>NULL</i></c>.
///
/// @ingroup FSR2 DX12
FFX_API FfxErrorCode ffxFsr2GetInterfaceDX12(
FfxFsr2Interface* fsr2Interface,
ID3D12Device* device,
void* scratchBuffer,
size_t scratchBufferSize);
/// Create a <c><i>FfxFsr2Device</i></c> from a <c><i>ID3D12Device</i></c>.
///
/// @param [in] device A pointer to the DirectX12 device.
///
/// @returns
/// An abstract FidelityFX device.
///
/// @ingroup FSR2 DX12
FFX_API FfxDevice ffxGetDeviceDX12(ID3D12Device* device);
/// Create a <c><i>FfxCommandList</i></c> from a <c><i>ID3D12CommandList</i></c>.
///
/// @param [in] cmdList A pointer to the DirectX12 command list.
///
/// @returns
/// An abstract FidelityFX command list.
///
/// @ingroup FSR2 DX12
FFX_API FfxCommandList ffxGetCommandListDX12(ID3D12CommandList* cmdList);
/// Create a <c><i>FfxResource</i></c> from a <c><i>ID3D12Resource</i></c>.
///
/// @param [in] fsr2Interface A pointer to a <c><i>FfxFsr2Interface</i></c> structure.
/// @param [in] resDx12 A pointer to the DirectX12 resource.
/// @param [in] name (optional) A name string to identify the resource in debug mode.
/// @param [in] state The state the resource is currently in.
/// @param [in] shaderComponentMapping The shader component mapping.
///
/// @returns
/// An abstract FidelityFX resources.
///
/// @ingroup FSR2 DX12
FFX_API FfxResource ffxGetResourceDX12(
FfxFsr2Context* context,
ID3D12Resource* resDx12,
wchar_t* name = nullptr,
FfxResourceStates state = FFX_RESOURCE_STATE_COMPUTE_READ,
UINT shaderComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING);
/// Retrieve a <c><i>ID3D12Resource</i></c> pointer associated with a UAV RESOURCE_IDENTIFIER.
/// Used for debug purposes when blitting internal surfaces.
///
/// @param [in] context A pointer to a <c><i>FfxFsr2Context</i></c> structure.
/// @param [in] resId A resourceID.
///
/// @returns
/// A <c><i>ID3D12Resource</i> pointer</c>.
///
/// @ingroup FSR2 DX12
FFX_API ID3D12Resource* ffxGetDX12ResourcePtr(FfxFsr2Context* context, uint32_t resId);
#if defined(__cplusplus)
}
#endif // #if defined(__cplusplus)