diff --git a/OptiScaler/fsr3/include/ffx_frameinterpolation.h b/OptiScaler/fsr3/include/ffx_frameinterpolation.h
new file mode 100644
index 00000000..e17e04a1
--- /dev/null
+++ b/OptiScaler/fsr3/include/ffx_frameinterpolation.h
@@ -0,0 +1,242 @@
+// This file is part of the FidelityFX SDK.
+//
+// Copyright (c) 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 FRAMEINTERPOLATION
+
+#pragma once
+
+// Include the interface for the backend of the Frameinterpolation API.
+#include "ffx_interface.h"
+
+/// FidelityFX Frameinterpolation major version.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+#define FFX_FRAMEINTERPOLATION_VERSION_MAJOR (1)
+
+/// FidelityFX Frameinterpolation minor version.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+#define FFX_FRAMEINTERPOLATION_VERSION_MINOR (0)
+
+/// FidelityFX Frameinterpolation patch version.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+#define FFX_FRAMEINTERPOLATION_VERSION_PATCH (0)
+
+/// FidelityFX Frame Interpolation context count
+///
+/// Defines the number of internal effect contexts required by Frame Interpolation
+///
+/// @ingroup ffxFrameInterpolation
+#define FFX_FRAMEINTERPOLATION_CONTEXT_COUNT (1)
+
+/// The size of the context specified in 32bit values.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+#define FFX_FRAMEINTERPOLATION_CONTEXT_SIZE (FFX_SDK_DEFAULT_CONTEXT_SIZE)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif // #if defined(__cplusplus)
+
+/// An enumeration of all the passes which constitute the FSR3 algorithm.
+///
+/// FSR3 is implemented as a composite of several compute passes each
+/// computing a key part of the final result. Each call to the
+/// FfxFsr3ScheduleGpuJobFunc callback function will
+/// correspond to a single pass included in FfxFsr3Pass. For a
+/// more comprehensive description of each pass, please refer to the FSR3
+/// reference documentation.
+///
+/// Please note in some cases e.g.: FFX_FSR3_PASS_ACCUMULATE
+/// and FFX_FSR3_PASS_ACCUMULATE_SHARPEN either one pass or the
+/// other will be used (they are mutually exclusive). The choice of which will
+/// depend on the way the FfxFsr3Context is created and the
+/// precise contents of FfxFsr3DispatchParamters each time a call
+/// is made to ffxFsr3ContextDispatch.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+typedef enum FfxFrameInterpolationPass
+{
+ FFX_FRAMEINTERPOLATION_PASS_SETUP,
+ FFX_FRAMEINTERPOLATION_PASS_RECONSTRUCT_PREV_DEPTH,
+ FFX_FRAMEINTERPOLATION_PASS_GAME_MOTION_VECTOR_FIELD,
+ FFX_FRAMEINTERPOLATION_PASS_OPTICAL_FLOW_VECTOR_FIELD,
+ FFX_FRAMEINTERPOLATION_PASS_DISOCCLUSION_MASK,
+ FFX_FRAMEINTERPOLATION_PASS_INTERPOLATION,
+ FFX_FRAMEINTERPOLATION_PASS_INPAINTING_PYRAMID,
+ FFX_FRAMEINTERPOLATION_PASS_INPAINTING,
+ FFX_FRAMEINTERPOLATION_PASS_GAME_VECTOR_FIELD_INPAINTING_PYRAMID,
+ FFX_FRAMEINTERPOLATION_PASS_DEBUG_VIEW,
+ FFX_FRAMEINTERPOLATION_PASS_COUNT ///< The number of passes performed by FrameInterpolation.
+} FfxFrameInterpolationPass;
+
+// forward declarations
+struct FfxFrameInterpolationContext;
+
+/// An enumeration of bit flags used when creating a
+/// FfxFrameInterpolationContext. See FfxFrameInterpolationContextDescription.
+///
+/// @ingroup FRAMEINTERPOLATIONFRAMEINTERPOLATION
+typedef enum FfxFrameInterpolationInitializationFlagBits {
+
+ FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INVERTED = (1<<0), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
+ FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INFINITE = (1<<1), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane.
+ FFX_FRAMEINTERPOLATION_ENABLE_TEXTURE1D_USAGE = (1<<2), ///< A bit indicating that the backend should use 1D textures.
+ FFX_FRAMEINTERPOLATION_ENABLE_HDR_COLOR_INPUT = (1<<3) ///< A bit indicating that HDR values are present in the imaging pipeline.
+} FfxFrameInterpolationInitializationFlagBits;
+
+/// A structure encapsulating the parameters required to initialize
+/// FidelityFX Frameinterpolation upscaling.
+///
+/// @ingroup FRAMEINTERPOLATION
+typedef struct FfxFrameInterpolationContextDescription {
+
+ FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX SDK
+
+ uint32_t flags; ///< A collection of FfxFrameInterpolationInitializationFlagBits.
+ FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at.
+ FfxDimensions2D displaySize; ///< The size of the presentation resolution
+ FfxSurfaceFormat backBufferFormat;
+} FfxFrameInterpolationContextDescription;
+
+/// 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 FSR3.
+///
+/// The FfxFsr3Context object should have a lifetime matching
+/// your use of FSR3. Before destroying the FSR3 context care should be taken
+/// to ensure the GPU is not accessing the resources created or used by FSR3.
+/// It is therefore recommended that the GPU is idle before destroying the
+/// FSR3 context.
+///
+/// @ingroup FRAMEINTERPOLATION
+typedef struct FfxFrameInterpolationContext
+{
+ uint32_t data[FFX_FRAMEINTERPOLATION_CONTEXT_SIZE]; ///< An opaque set of uint32_t which contain the data for the context.
+} FfxFrameInterpolationContext;
+
+
+/// Create a FidelityFX Super Resolution 2 context from the parameters
+/// programmed to the FfxFsr3CreateParams structure.
+///
+/// The context structure is the main object used to interact with the FSR3
+/// API, and is responsible for the management of the internal resources used
+/// by the FSR3 algorithm. When this API is called, multiple calls will be
+/// made via the pointers contained in the callbacks structure.
+/// These callbacks will attempt to retreive the device capabilities, and
+/// create the internal resources, and pipelines required by FSR3's
+/// frame-to-frame function. Depending on the precise configuration used when
+/// creating the FfxFsr3Context a different set of resources and
+/// pipelines might be requested via the callback functions.
+///
+/// The flags included in the flags field of
+/// FfxFsr3Context how match the configuration of your
+/// application as well as the intended use of FSR3. It is important that these
+/// flags are set correctly (as well as a correct programmed
+/// FfxFsr3DispatchDescription) to ensure correct operation. It is
+/// recommended to consult the overview documentation for further details on
+/// how FSR3 should be integerated into an application.
+///
+/// When the FfxFsr3Context is created, you should use the
+/// ffxFsr3ContextDispatch function each frame where FSR3
+/// upscaling should be applied. See the documentation of
+/// ffxFsr3ContextDispatch for more details.
+///
+/// The FfxFsr3Context should be destroyed when use of it is
+/// completed, typically when an application is unloaded or FSR3 upscaling is
+/// disabled by a user. To destroy the FSR3 context you should call
+/// ffxFsr3ContextDestroy.
+///
+/// @param [out] context A pointer to a FfxFsr3Context structure to populate.
+/// @param [in] contextDescription A pointer to a FfxFsr3ContextDescription structure.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or contextDescription was NULL.
+/// @retval
+/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the FfxFsr3ContextDescription.callbacks was not fully specified.
+/// @retval
+/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
+///
+/// @ingroup FRAMEINTERPOLATION
+FFX_API FfxErrorCode ffxFrameInterpolationContextCreate(FfxFrameInterpolationContext* context, FfxFrameInterpolationContextDescription* contextDescription);
+
+typedef enum FfxFrameInterpolationDispatchFlags
+{
+ FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_TEAR_LINES = (1 << 0), ///< A bit indicating that the debug tear lines will be drawn to the interpolated output.
+ FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_VIEW = (1 << 1), ///< A bit indicating that the interpolated output resource will contain debug views with relevant information.
+} FfxFrameInterpolationDispatchFlags;
+
+typedef struct FfxFrameInterpolationDispatchDescription {
+
+ uint32_t flags; ///< combination of FfxFrameInterpolationDispatchFlags
+ FfxCommandList commandList; ///< The FfxCommandList to record frame interpolation commands into.
+ FfxDimensions2D displaySize; ///< The destination output dimensions
+ FfxDimensions2D renderSize; ///< The dimensions used to render game content, dilatedDepth, dilatedMotionVectors are expected to be of ths size.
+ FfxResource currentBackBuffer; ///< The current presentation color, if currentBackBuffer_HUDLess is not used, this will be used as interpolation source data.
+ FfxResource currentBackBuffer_HUDLess; ///< The current presentation color without HUD content, when use it will be used as interpolation source data.
+ FfxResource output; ///< The output resource where to store the interpolated result.
+ FfxResource dilatedDepth; ///< The dilated depth buffer data (see example computation in the FfxFsr3Upscaler effect)
+ FfxResource dilatedMotionVectors; ///< The dilated motion vector data (see example computation in the FfxFsr3Upscaler effect)
+ FfxResource reconstructPrevNearDepth; ///< The estimated previous frame depth buffer (see example computation in the FfxFsr3Upscaler effect)
+
+ FfxRect2D interpolationRect; ///< The area of the backbuffer that should be used for interpolation in case only a part of the screen is used e.g. due to movie bars
+
+ FfxResource opticalFlowVector; ///< The optical flow motion vectors (see example computation in the FfxOpticalFlow effect)
+ FfxResource opticalFlowSceneChangeDetection; ///< The optical flow scene change detection data
+ FfxDimensions2D opticalFlowBufferSize; ///< The optical flow motion vector resource dimensions
+ FfxFloatCoords2D opticalFlowScale; ///< The optical flow motion vector scale factor, used to scale resoure values into [0.0,1.0] range.
+ int opticalFlowBlockSize; ///< The optical flow block dimension size
+
+ float cameraNear; ///< The distance to the near plane of the camera.
+ float cameraFar; ///< The distance to the far plane of the camera. This is used only used in case of non infinite depth.
+ float cameraFovAngleVertical; ///< The camera angle field of view in the vertical direction (expressed in radians).
+ float viewSpaceToMetersFactor; ///< The unit to scale view space coordinates to meters.
+
+ float frameTimeDelta; ///< The time elapsed since the last frame (expressed in milliseconds).
+ bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously.
+
+ FfxBackbufferTransferFunction backBufferTransferFunction; ///< The transfer function use to convert interpolation source color data to linear RGB.
+ float minMaxLuminance[2]; ///< Min and max luminance values, used when converting HDR colors to linear RGB
+
+} FfxFrameInterpolationDispatchDescription;
+
+FFX_API FfxErrorCode ffxFrameInterpolationDispatch(FfxFrameInterpolationContext* context, const FfxFrameInterpolationDispatchDescription* params);
+
+/// Destroy the FidelityFX Super Resolution context.
+///
+/// @param [out] context A pointer to a FfxFsr3Context structure to destroy.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context was NULL.
+///
+/// @ingroup FRAMEINTERPOLATION
+FFX_API FfxErrorCode ffxFrameInterpolationContextDestroy(FfxFrameInterpolationContext* context);
+
+#if defined(__cplusplus)
+}
+#endif // #if defined(__cplusplus)
diff --git a/OptiScaler/fsr3/include/ffx_fsr3.h b/OptiScaler/fsr3/include/ffx_fsr3.h
new file mode 100644
index 00000000..4503bfee
--- /dev/null
+++ b/OptiScaler/fsr3/include/ffx_fsr3.h
@@ -0,0 +1,503 @@
+// This file is part of the FidelityFX SDK.
+//
+// Copyright (c) 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 FSR3
+
+#pragma once
+
+// Include the interface for the backend of the FSR3 API.
+#include "ffx_interface.h"
+#include "ffx_fsr3upscaler.h"
+#include "ffx_frameinterpolation.h"
+#include "ffx_opticalflow.h"
+
+/// FidelityFX Super Resolution 3 major version.
+///
+/// @ingroup FSR3
+#define FFX_FSR3_VERSION_MAJOR (3)
+
+/// FidelityFX Super Resolution 0 minor version.
+///
+/// @ingroup FSR3
+#define FFX_FSR3_VERSION_MINOR (0)
+
+/// FidelityFX Super Resolution 0 patch version.
+///
+/// @ingroup FSR3
+#define FFX_FSR3_VERSION_PATCH (3)
+
+/// FidelityFX Super Resolution 3 context count
+///
+/// Defines the number of internal effect contexts required by FSR3 (+1 for proxy swapchain)
+///
+/// @ingroup ffxFsr3
+#define FFX_FSR3_CONTEXT_COUNT (FFX_FSR3UPSCALER_CONTEXT_COUNT + FFX_OPTICALFLOW_CONTEXT_COUNT + FFX_FRAMEINTERPOLATION_CONTEXT_COUNT + 1)
+
+/// The size of the context specified in 32bit values.
+///
+/// @ingroup FSR3
+#define FFX_FSR3_CONTEXT_SIZE (16536)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif // #if defined(__cplusplus)
+
+///// An enumeration of all the passes which constitute the FSR3 algorithm.
+/////
+///// FSR3 is implemented as a composite of several compute passes each
+///// computing a key part of the final result. Each call to the
+///// FfxFsr3ScheduleGpuJobFunc callback function will
+///// correspond to a single pass included in FfxFsr3Pass. For a
+///// more comprehensive description of each pass, please refer to the FSR3
+///// reference documentation.
+/////
+///// Please note in some cases e.g.: FFX_FSR3_PASS_ACCUMULATE
+///// and FFX_FSR3_PASS_ACCUMULATE_SHARPEN either one pass or the
+///// other will be used (they are mutually exclusive). The choice of which will
+///// depend on the way the FfxFsr3Context is created and the
+///// precise contents of FfxFsr3DispatchParamters each time a call
+///// is made to ffxFsr3ContextDispatch.
+/////
+///// @ingroup FSR3
+//typedef enum FfxFsr3Pass
+//{
+// // no special FSR3 pipelines
+//
+// FFX_FSR3_PASS_COUNT ///< The number of passes performed by FSR3.
+//} FfxFsr3Pass;
+
+/// 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 FSR3. 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 FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE 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 FSR3
+typedef enum FfxFsr3QualityMode {
+
+ FFX_FSR3_QUALITY_MODE_QUALITY = 1, ///< Perform upscaling with a per-dimension upscaling ratio of 1.5x.
+ FFX_FSR3_QUALITY_MODE_BALANCED = 2, ///< Perform upscaling with a per-dimension upscaling ratio of 1.7x.
+ FFX_FSR3_QUALITY_MODE_PERFORMANCE = 3, ///< Perform upscaling with a per-dimension upscaling ratio of 2.0x.
+ FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE = 4 ///< Perform upscaling with a per-dimension upscaling ratio of 3.0x.
+} FfxFsr3QualityMode;
+
+/// An enumeration of bit flags used when creating a
+/// FfxFsr3Context. See FfxFsr3ContextDescription.
+///
+/// @ingroup FSR3
+typedef enum FfxFsr3InitializationFlagBits {
+
+ FFX_FSR3_ENABLE_HIGH_DYNAMIC_RANGE = (1<<0), ///< A bit indicating if the input color data provided to all inputs is using a high-dynamic range.
+ FFX_FSR3_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS = (1<<1), ///< A bit indicating if the motion vectors are rendered at display resolution.
+ FFX_FSR3_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION = (1<<2), ///< A bit indicating that the motion vectors have the jittering pattern applied to them.
+ FFX_FSR3_ENABLE_DEPTH_INVERTED = (1<<3), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
+ FFX_FSR3_ENABLE_DEPTH_INFINITE = (1<<4), ///< A bit indicating that the input depth buffer data provided is using an infinite far plane.
+ FFX_FSR3_ENABLE_AUTO_EXPOSURE = (1<<5), ///< A bit indicating if automatic exposure should be applied to input color data.
+ FFX_FSR3_ENABLE_DYNAMIC_RESOLUTION = (1<<6), ///< A bit indicating that the application uses dynamic resolution scaling.
+ FFX_FSR3_ENABLE_TEXTURE1D_USAGE = (1<<7), ///< A bit indicating that the backend should use 1D textures.
+ FFX_FSR3_ENABLE_DEBUG_CHECKING = (1<<8), ///< A bit indicating that the runtime should check some API values and report issues.
+ FFX_FSR3_ENABLE_UPSCALING_ONLY = (1<<9), ///, A bit indicating that the context will only be used for upscaling
+ FFX_FSR3_ENABLE_HDR_UPSCALE_SDR_FINALOUTPUT = (1<<10), ///, A bit indicating if the input color data provided to UPSCALE is using a high-dynamic range, final output SDR.
+ FFX_FSR3_ENABLE_SDR_UPSCALE_HDR_FINALOUTPUT = (1<<11), ///, A bit indicating if the input color data provided to UPSCALE is using SDR, final output is high-dynamic range.
+ FFX_FSR3_ENABLE_ASYNC_WORKLOAD_SUPPORT = (1<<12),
+} FfxFsr3InitializationFlagBits;
+
+typedef enum FfxFsr3FrameGenerationFlags
+{
+ FFX_FSR3_FRAME_GENERATION_FLAG_DRAW_DEBUG_TEAR_LINES = FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_TEAR_LINES, ///< A bit indicating that the debug tear lines will be drawn to the interpolated output.
+ FFX_FSR3_FRAME_GENERATION_FLAG_DRAW_DEBUG_VIEW = FFX_FRAMEINTERPOLATION_DISPATCH_DRAW_DEBUG_VIEW, ///< A bit indicating that the interpolated output resource will contain debug views with relevant information.
+} FfxFsr3FrameGenerationFlags;
+
+/// A structure encapsulating the parameters required to initialize FidelityFX
+/// Super Resolution 3 upscaling.
+///
+/// @ingroup FSR3
+typedef struct FfxFsr3ContextDescription {
+ uint32_t flags; ///< A collection of FfxFsr3InitializationFlagBits.
+ FfxDimensions2D maxRenderSize; ///< The maximum size that rendering will be performed at.
+ FfxDimensions2D upscaleOutputSize; ///< The size of the presentation resolution targeted by the upscaling process.
+ FfxDimensions2D displaySize; ///< The size of the presentation resolution targeted by the frame interpolation process.
+ FfxInterface backendInterfaceSharedResources; ///< A set of pointers to the backend implementation for FidelityFX SDK
+ FfxInterface backendInterfaceUpscaling; ///< A set of pointers to the backend implementation for FidelityFX SDK
+ FfxInterface backendInterfaceFrameInterpolation; ///< A set of pointers to the backend implementation for FidelityFX SDK
+ FfxFsr3UpscalerMessage fpMessage; ///< A pointer to a function that can recieve messages from the runtime.
+
+ FfxSurfaceFormat backBufferFormat; ///< The format of the swapchain surface
+
+} FfxFsr3ContextDescription;
+
+/// A structure encapsulating the parameters for dispatching the various passes
+/// of FidelityFX Super Resolution 3.
+///
+/// @ingroup FSR3
+typedef struct FfxFsr3DispatchUpscaleDescription {
+
+ FfxCommandList commandList; ///< The FfxCommandList to record FSR2 rendering commands into.
+ FfxResource color; ///< A FfxResource containing the color buffer for the current frame (at render resolution).
+ FfxResource depth; ///< A FfxResource containing 32bit depth values for the current frame (at render resolution).
+ FfxResource motionVectors; ///< A FfxResource containing 2-dimensional motion vectors (at render resolution if FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS is not set).
+ FfxResource exposure; ///< A optional FfxResource containing a 1x1 exposure value.
+ FfxResource reactive; ///< A optional FfxResource containing alpha value of reactive objects in the scene.
+ FfxResource transparencyAndComposition; ///< A optional FfxResource containing alpha value of special objects in the scene.
+ FfxResource upscaleOutput; ///< A FfxResource 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. This is used only used in case of non infinite depth.
+ 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
+} FfxFsr3DispatchUpscaleDescription;
+
+FFX_API FfxErrorCode ffxFsr3DispatchFrameGeneration(const FfxFrameGenerationDispatchDescription* desc);
+
+/// A structure encapsulating the parameters for automatic generation of a reactive mask
+///
+/// @ingroup FSR3
+typedef struct FfxFsr3GenerateReactiveDescription {
+
+ FfxCommandList commandList; ///< The FfxCommandList to record FSR3 rendering commands into.
+ FfxResource colorOpaqueOnly; ///< A FfxResource containing the opaque only color buffer for the current frame (at render resolution).
+ FfxResource colorPreUpscale; ///< A FfxResource containing the opaque+translucent color buffer for the current frame (at render resolution).
+ FfxResource outReactive; ///< A FfxResource 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;
+ uint32_t flags; ///< Flags to determine how to generate the reactive mask
+} FfxFsr3GenerateReactiveDescription;
+
+/// A structure encapsulating the FidelityFX Super Resolution 3 context.
+///
+/// This sets up an object which contains all persistent internal data and
+/// resources that are required by FSR3.
+///
+/// The FfxFsr3Context object should have a lifetime matching
+/// your use of FSR3. Before destroying the FSR3 context care should be taken
+/// to ensure the GPU is not accessing the resources created or used by FSR3.
+/// It is therefore recommended that the GPU is idle before destroying the
+/// FSR3 context.
+///
+/// @ingroup FSR3
+typedef struct FfxFsr3Context
+{
+ uint32_t data[ FFX_FSR3UPSCALER_CONTEXT_SIZE
+ + FFX_OPTICALFLOW_CONTEXT_SIZE
+ + FFX_FRAMEINTERPOLATION_CONTEXT_SIZE
+ + (16536)]; ///< An opaque set of uint32_t which contain the data for the context.
+} FfxFsr3Context;
+
+/// Create a FidelityFX Super Resolution 3 context from the parameters
+/// programmed to the FfxFsr3CreateParams structure.
+///
+/// The context structure is the main object used to interact with the FSR3
+/// API, and is responsible for the management of the internal resources used
+/// by the FSR3 algorithm. When this API is called, multiple calls will be
+/// made via the pointers contained in the callbacks structure.
+/// These callbacks will attempt to retreive the device capabilities, and
+/// create the internal resources, and pipelines required by FSR3's
+/// frame-to-frame function. Depending on the precise configuration used when
+/// creating the FfxFsr3Context a different set of resources and
+/// pipelines might be requested via the callback functions.
+///
+/// The flags included in the flags field of
+/// FfxFsr3Context how match the configuration of your
+/// application as well as the intended use of FSR3. It is important that these
+/// flags are set correctly (as well as a correct programmed
+/// FfxFsr3DispatchDescription) to ensure correct operation. It is
+/// recommended to consult the overview documentation for further details on
+/// how FSR3 should be integerated into an application.
+///
+/// When the FfxFsr3Context is created, you should use the
+/// ffxFsr3ContextDispatch function each frame where FSR3
+/// upscaling should be applied. See the documentation of
+/// ffxFsr3ContextDispatch for more details.
+///
+/// The FfxFsr3Context should be destroyed when use of it is
+/// completed, typically when an application is unloaded or FSR3 upscaling is
+/// disabled by a user. To destroy the FSR3 context you should call
+/// ffxFsr3ContextDestroy.
+///
+/// @param [out] context A pointer to a FfxFsr3Context structure to populate.
+/// @param [in] contextDescription A pointer to a FfxFsr3ContextDescription structure.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or contextDescription was NULL.
+/// @retval
+/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the FfxFsr3ContextDescription.callbacks was not fully specified.
+/// @retval
+/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3ContextCreate(FfxFsr3Context* context, FfxFsr3ContextDescription* contextDescription);
+
+
+/// Dispatch the various passes that constitute FidelityFX Super Resolution 3 Upscaling.
+///
+/// FSR3 is a composite effect, meaning that it is compromised of multiple
+/// constituent passes (implemented as one or more clears, copies and compute
+/// dispatches). The ffxFsr3ContextDispatchUpscale function is the
+/// function which (via the use of the functions contained in the
+/// callbacks field of the FfxFsr3Context
+/// structure) utlimately generates the sequence of graphics API calls required
+/// each frame.
+///
+/// As with the creation of the FfxFsr3Context correctly
+/// programming the dispatchParams is key to ensuring
+/// the correct operation of FSR3. It is particularly important to ensure that
+/// camera jitter is correctly applied to your application's projection matrix
+/// (or camera origin for raytraced applications). FSR3 provides the
+/// ffxFsr3GetJitterPhaseCount and
+/// ffxFsr3GetJitterOffset 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
+/// jitterOffset field of the dispatchParams
+/// structure. For more guidance on camera jitter please consult the
+/// documentation for ffxFsr3GetJitterOffset as well as the
+/// accompanying overview documentation for FSR3.
+///
+/// @param [in] context A pointer to a FfxFsr3Context structure.
+/// @param [in] dispatchParams A pointer to a FfxFsr3DispatchUpscaleDescription structure.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or dispatchParams was NULL.
+/// @retval
+/// FFX_ERROR_OUT_OF_RANGE The operation failed because dispatchParams.renderSize was larger than the maximum render resolution.
+/// @retval
+/// FFX_ERROR_NULL_DEVICE The operation failed because the device inside the context was NULL.
+/// @retval
+/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3ContextDispatchUpscale(FfxFsr3Context* context, const FfxFsr3DispatchUpscaleDescription* dispatchParams);
+
+FFX_API FfxErrorCode ffxFsr3SkipPresent(FfxFsr3Context* context);
+
+/// A helper function generate a Reactive mask from an opaque only texure and one containing translucent objects.
+///
+/// @param [in] context A pointer to a FfxFsr3Context structure.
+/// @param [in] params A pointer to a FfxFsr3GenerateReactiveDescription structure
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3ContextGenerateReactiveMask(FfxFsr3Context* context, const FfxFsr3GenerateReactiveDescription* params);
+
+FFX_API FfxErrorCode ffxFsr3ConfigureFrameGeneration(FfxFsr3Context* context, const FfxFrameGenerationConfig* config);
+
+/// Destroy the FidelityFX Super Resolution context.
+///
+/// @param [out] context A pointer to a FfxFsr3Context structure to destroy.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context was NULL.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3ContextDestroy(FfxFsr3Context* 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
+/// ----------------------------------------------------- | -------------
+/// FFX_FSR3_QUALITY_MODE_NATIVEAA | 1.0x
+/// FFX_FSR3_QUALITY_MODE_QUALITY | 1.5x
+/// FFX_FSR3_QUALITY_MODE_BALANCED | 1.7x
+/// FFX_FSR3_QUALITY_MODE_PERFORMANCE | 2.0x
+/// FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE | 3.0x
+///
+/// Passing an invalid qualityMode will return 0.0f.
+///
+/// @param [in] qualityMode The quality mode preset.
+///
+/// @returns
+/// The upscaling the per-dimension upscaling ratio for
+/// qualityMode according to the table above.
+///
+/// @ingroup FSR3
+FFX_API float ffxFsr3GetUpscaleRatioFromQualityMode(FfxFsr3QualityMode 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
+/// ffxFsr3GetUpscaleRatioFromQualityMode to each dimension.
+///
+/// @param [out] renderWidth A pointer to a uint32_t which will hold the calculated render resolution width.
+/// @param [out] renderHeight A pointer to a uint32_t 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 renderWidth or renderHeight was NULL.
+/// @retval
+/// FFX_ERROR_INVALID_ENUM An invalid quality mode was specified.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3GetRenderResolutionFromQualityMode(
+ uint32_t* renderWidth,
+ uint32_t* renderHeight,
+ uint32_t displayWidth,
+ uint32_t displayHeight,
+ FfxFsr3QualityMode 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
+/// ffxFsr3GetJitterOffset 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
+/// ----------------------------------------------------- | ------------- | ---------------
+/// FFX_FSR3_QUALITY_MODE_QUALITY | 1.5x | 18
+/// FFX_FSR3_QUALITY_MODE_BALANCED | 1.7x | 23
+/// FFX_FSR3_QUALITY_MODE_PERFORMANCE | 2.0x | 32
+/// FFX_FSR3_QUALITY_MODE_ULTRA_PERFORMANCE | 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 renderWidth and displayWidth.
+///
+/// @ingroup FSR3
+FFX_API int32_t ffxFsr3GetJitterPhaseCount(int32_t renderWidth, int32_t displayWidth);
+
+/// A helper function to calculate the subpixel jitter offset.
+///
+/// FSR3 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 FSR3 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 ffxFsr3GetJitterPhaseCount
+/// function. The index should be a value which is incremented each frame modulo
+/// the length of the sequence computed by ffxFsr3GetJitterPhaseCount.
+/// The index within the jitter phase is passed to
+/// ffxFsr3GetJitterOffset via the index parameter.
+///
+/// This function uses a Halton(2,3) sequence to compute the jitter offset.
+/// The ultimate index used for the sequence is index %
+/// phaseCount.
+///
+/// It is important to understand that the values returned from the
+/// ffxFsr3GetJitterOffset 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 = ffxFsr3GetJitterPhaseCount(renderWidth, displayWidth);
+///
+/// float jitterX = 0;
+/// float jitterY = 0;
+/// ffxFsr3GetJitterOffset(&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 iffxFsr3GetJitterOffset
+/// 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 ffxFsr3GetJitterOffset function
+/// or your own sequence generator, you must program the
+/// jitterOffset field of the
+/// FfxFsr3DispatchParameters structure in order to inform FSR3
+/// of the jitter offset that has been applied in order to render each frame.
+///
+/// If not using the recommended ffxFsr3GetJitterOffset 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 float which will contain the subpixel jitter offset for the x dimension.
+/// @param [out] outY A pointer to a float 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 ffxFsr3GetJitterPhaseCount.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_INVALID_POINTER Either outX or outY was NULL.
+/// @retval
+/// FFX_ERROR_INVALID_ARGUMENT Argument phaseCount must be greater than 0.
+///
+/// @ingroup FSR3
+FFX_API FfxErrorCode ffxFsr3GetJitterOffset(float* outX, float* outY, int32_t index, int32_t phaseCount);
+
+/// A helper function to check if a resource is
+/// FFX_FSR3_RESOURCE_IDENTIFIER_NULL.
+///
+/// @param [in] resource A FfxResource.
+///
+/// @returns
+/// true The resource was not FFX_FSR3_RESOURCE_IDENTIFIER_NULL.
+/// @returns
+/// false The resource was FFX_FSR3_RESOURCE_IDENTIFIER_NULL.
+///
+/// @ingroup FSR3
+FFX_API bool ffxFsr3ResourceIsNull(FfxResource resource);
+
+#if defined(__cplusplus)
+}
+#endif // #if defined(__cplusplus)
diff --git a/OptiScaler/fsr3/include/ffx_opticalflow.h b/OptiScaler/fsr3/include/ffx_opticalflow.h
new file mode 100644
index 00000000..4e4b69d7
--- /dev/null
+++ b/OptiScaler/fsr3/include/ffx_opticalflow.h
@@ -0,0 +1,202 @@
+// This file is part of the FidelityFX SDK.
+//
+// Copyright (c) 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 OpticalFlow
+
+#pragma once
+
+// Include the interface for the backend of the OpticalFlow API.
+#include "ffx_interface.h"
+
+/// FidelityFX OpticalFlow major version.
+///
+/// @ingroup ffxOpticalflow
+#define FFX_OPTICALFLOW_VERSION_MAJOR (1)
+
+/// FidelityFX OpticalFlow minor version.
+///
+/// @ingroup ffxOpticalflow
+#define FFX_OPTICALFLOW_VERSION_MINOR (0)
+
+/// FidelityFX OpticalFlow patch version.
+///
+/// @ingroup ffxOpticalflow
+#define FFX_OPTICALFLOW_VERSION_PATCH (0)
+
+/// FidelityFX Optical Flow context count
+///
+/// Defines the number of internal effect contexts required by Optical Flow
+///
+/// @ingroup ffxOpticalFlow
+#define FFX_OPTICALFLOW_CONTEXT_COUNT (1)
+
+/// The size of the context specified in 32bit size units.
+///
+/// @ingroup ffxOpticalflow
+#define FFX_OPTICALFLOW_CONTEXT_SIZE (FFX_SDK_DEFAULT_CONTEXT_SIZE)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif // #if defined(__cplusplus)
+
+/// An enumeration of all the passes which constitute the OpticalFlow algorithm.
+///
+/// @ingroup ffxOpticalflow
+typedef enum FfxOpticalflowPass
+{
+ FFX_OPTICALFLOW_PASS_PREPARE_LUMA = 0,
+ FFX_OPTICALFLOW_PASS_GENERATE_OPTICAL_FLOW_INPUT_PYRAMID,
+ FFX_OPTICALFLOW_PASS_GENERATE_SCD_HISTOGRAM,
+ FFX_OPTICALFLOW_PASS_COMPUTE_SCD_DIVERGENCE,
+ FFX_OPTICALFLOW_PASS_COMPUTE_OPTICAL_FLOW_ADVANCED_V5,
+ FFX_OPTICALFLOW_PASS_FILTER_OPTICAL_FLOW_V5,
+ FFX_OPTICALFLOW_PASS_SCALE_OPTICAL_FLOW_ADVANCED_V5,
+
+ FFX_OPTICALFLOW_PASS_COUNT
+} FfxOpticalflowPass;
+
+/// An enumeration of bit flags used when creating a
+/// FfxOpticalflowContext. See FfxOpticalflowDispatchDescription.
+///
+/// @ingroup ffxOpticalflow
+typedef enum FfxOpticalflowInitializationFlagBits
+{
+ FFX_OPTICALFLOW_ENABLE_TEXTURE1D_USAGE = (1 << 0),
+
+} FfxOpticalflowInitializationFlagBits;
+
+/// A structure encapsulating the parameters required to initialize
+/// FidelityFX OpticalFlow.
+///
+/// @ingroup ffxOpticalflow
+typedef struct FfxOpticalflowContextDescription {
+
+ FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX SDK
+ uint32_t flags; ///< A collection of FfxOpticalflowInitializationFlagBits.
+ FfxDimensions2D resolution;
+} FfxOpticalflowContextDescription;
+
+/// A structure encapsulating the parameters for dispatching the various passes
+/// of FidelityFX Opticalflow.
+///
+/// @ingroup ffxOpticalflow
+typedef struct FfxOpticalflowDispatchDescription
+{
+ FfxCommandList commandList; ///< The FfxCommandList to record rendering commands into.
+ FfxResource color; ///< A FfxResource containing the input color buffer
+ FfxResource opticalFlowVector; ///< A FfxResource containing the output motion buffer
+ FfxResource opticalFlowSCD; ///< A FfxResource containing the output scene change detection buffer
+ bool reset; ///< A boolean value which when set to true, indicates the camera has moved discontinuously.
+ int backbufferTransferFunction;
+ FfxFloatCoords2D minMaxLuminance;
+} FfxOpticalflowDispatchDescription;
+
+typedef struct FfxOpticalflowSharedResourceDescriptions {
+
+ FfxCreateResourceDescription opticalFlowVector;
+ FfxCreateResourceDescription opticalFlowSCD;
+
+} FfxOpticalflowSharedResourceDescriptions;
+
+/// A structure encapsulating the FidelityFX OpticalFlow context.
+///
+/// This sets up an object which contains all persistent internal data and
+/// resources that are required by OpticalFlow.
+///
+/// The FfxOpticalflowContext object should have a lifetime matching
+/// your use of OpticalFlow. Before destroying the OpticalFlow context care should be taken
+/// to ensure the GPU is not accessing the resources created or used by OpticalFlow.
+/// It is therefore recommended that the GPU is idle before destroying OpticalFlow
+/// OpticalFlow context.
+///
+/// @ingroup ffxOpticalflow
+typedef struct FfxOpticalflowContext
+{
+ uint32_t data[FFX_OPTICALFLOW_CONTEXT_SIZE]; ///< An opaque set of uint32_t which contain the data for the context.
+} FfxOpticalflowContext;
+
+
+/// Create a FidelityFX OpticalFlow context from the parameters
+/// programmed to the FfxOpticalflowContextDescription structure.
+///
+/// The context structure is the main object used to interact with the OpticalFlow
+/// API, and is responsible for the management of the internal resources used
+/// by the OpticalFlow algorithm. When this API is called, multiple calls will be
+/// made via the pointers contained in the callbacks structure.
+/// These callbacks will attempt to retreive the device capabilities, and
+/// create the internal resources, and pipelines required by OpticalFlow's
+/// frame-to-frame function. Depending on the precise configuration used when
+/// creating the FfxOpticalflowContext a different set of resources and
+/// pipelines might be requested via the callback functions.
+///
+/// The flags included in the flags field of
+/// FfxOpticalflowContext how match the configuration of your
+/// application as well as the intended use of OpticalFlow. It is important that these
+/// flags are set correctly (as well as a correct programmed
+/// FfxOpticalflowContextDescription) to ensure correct operation. It is
+/// recommended to consult the overview documentation for further details on
+/// how OpticalFlow should be integerated into an application.
+///
+/// When the FfxOpticalflowContext is created, you should use the
+/// ffxOpticalflowContextDispatch function each frame where FSR3
+/// upscaling should be applied. See the documentation of
+/// ffxOpticalflowContextDispatch for more details.
+///
+/// The FfxOpticalflowContext should be destroyed when use of it is
+/// completed, typically when an application is unloaded or OpticalFlow is
+/// disabled by a user. To destroy the OpticalFlow context you should call
+/// ffxOpticalflowContextDestroy.
+///
+/// @param [out] context A pointer to a FfxOpticalflowContext structure to populate.
+/// @param [in] contextDescription A pointer to a FfxOpticalflowContextDescription structure.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context or contextDescription was NULL.
+/// @retval
+/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the FfxOpticalflowContextDescription.callbacks was not fully specified.
+/// @retval
+/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
+///
+/// @ingroup ffxOpticalflow
+FFX_API FfxErrorCode ffxOpticalflowContextCreate(FfxOpticalflowContext* context, FfxOpticalflowContextDescription* contextDescription);
+
+FFX_API FfxErrorCode ffxOpticalflowGetSharedResourceDescriptions(FfxOpticalflowContext* context, FfxOpticalflowSharedResourceDescriptions* SharedResources);
+
+FFX_API FfxErrorCode ffxOpticalflowContextDispatch(FfxOpticalflowContext* context, const FfxOpticalflowDispatchDescription* dispatchDescription);
+
+/// Destroy the FidelityFX OpticalFlow context.
+///
+/// @param [out] context A pointer to a FfxOpticalflowContext structure to destroy.
+///
+/// @retval
+/// FFX_OK The operation completed successfully.
+/// @retval
+/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either context was NULL.
+///
+/// @ingroup ffxOpticalflow
+FFX_API FfxErrorCode ffxOpticalflowContextDestroy(FfxOpticalflowContext* context);
+
+#if defined(__cplusplus)
+}
+#endif // #if defined(__cplusplus)