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fsr2rendermodule.h
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fsr2rendermodule.h
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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2023 Advanced Micro Devices, Inc.
//
// 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.
#pragma once
#include "render/rendermodule.h"
#include "core/framework.h"
#include "core/uimanager.h"
#include <FidelityFX/host/ffx_fsr2.h>
#include <functional>
namespace cauldron
{
class Texture;
} // namespace cauldron
/// @defgroup FfxFsrSample FidelityFX Super Resolution Sample
/// Sample documentation for FidelityFX Super Resolution
///
/// @ingroup SDKEffects
/// @defgroup FSR2RM FSR2RenderModule
/// FSR2RenderModule Reference Documentation
///
/// @ingroup FfxFsrSample
/// @{
/**
* @class FSR2RenderModule
*
* FSR2RenderModule takes care of:
* - creating UI section that enable users to select upscaling options
* - creating GPU resources
* - clearing and/or generating the reactivity masks
* - dispatch workloads for upscaling using FSR 2
*/
class FSR2RenderModule : public cauldron::RenderModule
{
public:
/**
* @brief Constructor with default behavior.
*/
FSR2RenderModule() : RenderModule(L"FSR2RenderModule") {}
/**
* @brief Tear down the FSR 2 API Context and release resources.
*/
virtual ~FSR2RenderModule();
/**
* @brief Initialize FSR 2 API Context, create resources, and setup UI section for FSR 2.
*/
void Init(const json& initData);
/**
* @brief If render module is enabled, initialize the FSR 2 API Context. If disabled, destroy the FSR 2 API Context.
*/
void EnableModule(bool enabled) override;
/**
* @brief Setup parameters that the FSR 2 API needs this frame and then call the FFX Dispatch.
*/
void Execute(double deltaTime, cauldron::CommandList* pCmdList) override;
/**
* @brief Recreate the FSR 2 API Context to resize internal resources. Called by the framework when the resolution changes.
*/
void OnResize(const cauldron::ResolutionInfo& resInfo) override;
private:
// Enum representing the FSR 2 quality modes.
enum class FSR2ScalePreset
{
Quality = 0, // 1.5f
Balanced, // 1.7f
Performance, // 2.f
UltraPerformance, // 3.f
Custom // 1.f - 3.f range
};
// Enum representing the reactivity mask modes.
enum class FSR2MaskMode
{
Disabled = 0,
Manual,
Auto
};
// LUT of mip bias values corresponding to each FSR2ScalePreset value.
const float cMipBias[static_cast<uint32_t>(FSR2ScalePreset::Custom)] =
{
CalculateMipBias(1.5f),
CalculateMipBias(1.7f),
CalculateMipBias(2.0f),
CalculateMipBias(3.0f)
};
static void FfxMsgCallback(FfxMsgType type, const wchar_t* message);
void InitUI();
void UpdatePreset(const int32_t* pOldPreset);
void UpdateUpscaleRatio(const float* pOldRatio);
void UpdateMipBias(const float* pOldBias);
cauldron::ResolutionInfo UpdateResolution(uint32_t displayWidth, uint32_t displayHeight);
void UpdateFSR2Context(bool enabled);
void PreTransCallback(double deltaTime, cauldron::CommandList* pCmdList);
void PostTransCallback(double deltaTime, cauldron::CommandList* pCmdList);
FSR2ScalePreset m_ScalePreset = FSR2ScalePreset::Quality;
float m_UpscaleRatio = 2.f;
float m_MipBias = cMipBias[static_cast<uint32_t>(FSR2ScalePreset::Quality)];
FSR2MaskMode m_MaskMode = FSR2MaskMode::Manual;
float m_Sharpness = 0.8f;
uint32_t m_JitterIndex = 0;
bool m_UpscaleRatioEnabled = false;
bool m_UseMask = true;
bool m_RCASSharpen = true;
// FidelityFX Super Resolution 2 information
FfxFsr2ContextDescription m_InitializationParameters = {};
FfxFsr2Context m_FSR2Context;
// For UI params
cauldron::UISection m_UISection;
// FidelityFX Super Resolution 2 resources
const cauldron::Texture* m_pColorTarget = nullptr;
const cauldron::Texture* m_pDepthTarget = nullptr;
const cauldron::Texture* m_pMotionVectors = nullptr;
const cauldron::Texture* m_pReactiveMask = nullptr;
const cauldron::Texture* m_pCompositionMask = nullptr;
const cauldron::Texture* m_pOpaqueTexture = nullptr;
// Raster views for reactive/composition masks
std::vector<const cauldron::RasterView*> m_RasterViews = {};
// For resolution updates
std::function<cauldron::ResolutionInfo(uint32_t, uint32_t)> m_pUpdateFunc = nullptr;
/// @}
};