#include "pch.h" #include "FSR2Feature_Dx12.h" #include "Config.h" bool FSR2FeatureDx12::Init(ID3D12Device* InDevice, const NVSDK_NGX_Parameter* InParameters) { spdlog::debug("FSR2FeatureDx12::Init"); if (IsInited()) return true; Device = InDevice; return InitFSR2(InParameters); } bool FSR2FeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, const NVSDK_NGX_Parameter* InParameters) { spdlog::debug("FSR2FeatureDx12::Evaluate"); if (!IsInited()) return false; FfxFsr2DispatchDescription params{}; InParameters->Get(NVSDK_NGX_Parameter_Jitter_Offset_X, ¶ms.jitterOffset.x); InParameters->Get(NVSDK_NGX_Parameter_Jitter_Offset_Y, ¶ms.jitterOffset.y); unsigned int reset; InParameters->Get(NVSDK_NGX_Parameter_Reset, &reset); params.reset = (reset == 1); GetRenderResolution(InParameters, ¶ms.renderSize.width, ¶ms.renderSize.height); spdlog::debug("FSR2FeatureDx12::Evaluate Input Resolution: {0}x{1}", params.renderSize.width, params.renderSize.height); params.commandList = ffxGetCommandListDX12(InCommandList); ID3D12Resource* paramColor; if (InParameters->Get(NVSDK_NGX_Parameter_Color, ¶mColor) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_Color, (void**)¶mColor); if (paramColor) { spdlog::debug("FSR2FeatureDx12::Evaluate Color exist.."); if (Config::Instance()->ColorResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramColor, (D3D12_RESOURCE_STATES)Config::Instance()->ColorResourceBarrier.value(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); params.color = ffxGetResourceDX12(paramColor, GetFfxResourceDescriptionDX12(paramColor), (wchar_t*)L"FSR3Upscale_Color", FFX_RESOURCE_STATE_COMPUTE_READ); } else { spdlog::error("FSR2FeatureDx12::Evaluate Color not exist!!"); return false; } ID3D12Resource* paramVelocity; if (InParameters->Get(NVSDK_NGX_Parameter_MotionVectors, ¶mVelocity) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_MotionVectors, (void**)¶mVelocity); if (paramVelocity) { spdlog::debug("FSR2FeatureDx12::Evaluate MotionVectors exist.."); if (Config::Instance()->MVResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramVelocity, (D3D12_RESOURCE_STATES)Config::Instance()->MVResourceBarrier.value(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); params.motionVectors = ffxGetResourceDX12(paramVelocity, GetFfxResourceDescriptionDX12(paramVelocity), (wchar_t*)L"FSR3Upscale_MotionVectors", FFX_RESOURCE_STATE_COMPUTE_READ); } else { spdlog::error("FSR2FeatureDx12::Evaluate MotionVectors not exist!!"); return false; } ID3D12Resource* paramOutput; if (InParameters->Get(NVSDK_NGX_Parameter_Output, ¶mOutput) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_Output, (void**)¶mOutput); if (paramOutput) { spdlog::debug("FSR2FeatureDx12::Evaluate Output exist.."); if (Config::Instance()->OutputResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramOutput, (D3D12_RESOURCE_STATES)Config::Instance()->OutputResourceBarrier.value(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS); params.output = ffxGetResourceDX12(paramOutput, GetFfxResourceDescriptionDX12(paramOutput), (wchar_t*)L"FSR3Upscale_Output", FFX_RESOURCE_STATE_UNORDERED_ACCESS); } else { spdlog::error("FSR2FeatureDx12::Evaluate Output not exist!!"); return false; } ID3D12Resource* paramDepth; if (InParameters->Get(NVSDK_NGX_Parameter_Depth, ¶mDepth) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_Depth, (void**)¶mDepth); if (paramDepth) { spdlog::debug("FSR2FeatureDx12::Evaluate Depth exist.."); if (Config::Instance()->DepthResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramDepth, (D3D12_RESOURCE_STATES)Config::Instance()->DepthResourceBarrier.value(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); params.depth = ffxGetResourceDX12(paramDepth, GetFfxResourceDescriptionDX12(paramDepth), (wchar_t*)L"FSR3Upscale_Depth", FFX_RESOURCE_STATE_COMPUTE_READ); } else { if (!Config::Instance()->DisplayResolution.value_or(false)) spdlog::error("FSR2FeatureDx12::Evaluate Depth not exist!!"); else spdlog::info("FSR2FeatureDx12::Evaluate Using high res motion vectors, depth is not needed!!"); } ID3D12Resource* paramExp = nullptr; if (!Config::Instance()->AutoExposure.value_or(false)) { if (InParameters->Get(NVSDK_NGX_Parameter_ExposureTexture, ¶mExp) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_ExposureTexture, (void**)¶mExp); if (paramExp) spdlog::debug("FSR2FeatureDx12::Evaluate ExposureTexture exist.."); else spdlog::debug("FSR2FeatureDx12::Evaluate AutoExposure disabled but ExposureTexture is not exist, it may cause problems!!"); if (Config::Instance()->ExposureResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramExp, (D3D12_RESOURCE_STATES)Config::Instance()->ExposureResourceBarrier.value(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); params.exposure = ffxGetResourceDX12(paramExp, GetFfxResourceDescriptionDX12(paramExp), (wchar_t*)L"FSR3Upscale_Exposure", FFX_RESOURCE_STATE_COMPUTE_READ); } else spdlog::debug("FSR2FeatureDx12::Evaluate AutoExposure enabled!"); ID3D12Resource* paramMask = nullptr; if (!Config::Instance()->DisableReactiveMask.value_or(true)) { if (InParameters->Get(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, ¶mMask) != NVSDK_NGX_Result_Success) InParameters->Get(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, (void**)¶mMask); if (paramMask) spdlog::debug("FSR2FeatureDx12::Evaluate Bias mask exist.."); else spdlog::debug("FSR2FeatureDx12::Evaluate Bias mask not exist and its enabled in config, it may cause problems!!"); if (Config::Instance()->MaskResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramMask, (D3D12_RESOURCE_STATES)Config::Instance()->MaskResourceBarrier.value(), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); params.reactive = ffxGetResourceDX12(paramMask, GetFfxResourceDescriptionDX12(paramMask), (wchar_t*)L"FSR3Upscale_Reactive", FFX_RESOURCE_STATE_COMPUTE_READ); } float MVScaleX; float MVScaleY; if (InParameters->Get(NVSDK_NGX_Parameter_MV_Scale_X, &MVScaleX) == NVSDK_NGX_Result_Success && InParameters->Get(NVSDK_NGX_Parameter_MV_Scale_Y, &MVScaleY) == NVSDK_NGX_Result_Success) { params.motionVectorScale.x = MVScaleX; params.motionVectorScale.y = MVScaleY; } else spdlog::warn("FSR2FeatureDx12::Evaluate Can't get motion vector scales!"); float shapness; if (InParameters->Get(NVSDK_NGX_Parameter_Sharpness, &shapness) == NVSDK_NGX_Result_Success) { params.enableSharpening = shapness != 0 && shapness != 1; if (params.enableSharpening) { if (shapness < 0) params.sharpness = (shapness + 1.0f) / 2.0f; else params.sharpness = shapness; } } if (IsDepthInverted()) { params.cameraFar = 0.0f; params.cameraNear = FLT_MAX; } else { params.cameraNear = 0.0f; params.cameraFar = FLT_MAX; } params.cameraFovAngleVertical = 1.047198f; params.frameTimeDelta = (float)GetDeltaTime(); params.preExposure = 1.0f; spdlog::debug("FSR2FeatureDx12::Evaluate Dispatch!!"); auto result = ffxFsr2ContextDispatch(&_context, ¶ms); if (result != FFX_OK) { spdlog::error("FSR2FeatureDx12::Evaluate ffxFsr2ContextDispatch error: {0:x}", result); return false; } // restore resource states if (paramColor && Config::Instance()->ColorResourceBarrier.value_or(false)) ResourceBarrier(InCommandList, paramColor, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, (D3D12_RESOURCE_STATES)Config::Instance()->ColorResourceBarrier.value()); if (paramVelocity && Config::Instance()->MVResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramVelocity, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, (D3D12_RESOURCE_STATES)Config::Instance()->MVResourceBarrier.value()); if (paramOutput && Config::Instance()->OutputResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramOutput, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, (D3D12_RESOURCE_STATES)Config::Instance()->OutputResourceBarrier.value()); if (paramDepth && Config::Instance()->DepthResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramDepth, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, (D3D12_RESOURCE_STATES)Config::Instance()->DepthResourceBarrier.value()); if (paramExp && Config::Instance()->ExposureResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramExp, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, (D3D12_RESOURCE_STATES)Config::Instance()->ExposureResourceBarrier.value()); if (paramMask && Config::Instance()->MaskResourceBarrier.has_value()) ResourceBarrier(InCommandList, paramMask, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, (D3D12_RESOURCE_STATES)Config::Instance()->MaskResourceBarrier.value()); return true; } void FSR2FeatureDx12::ReInit(const NVSDK_NGX_Parameter* InParameters) { spdlog::error("FSR2FeatureDx12::ReInit"); SetInit(false); if (IsInited()) { auto errorCode = ffxFsr2ContextDestroy(&_context); if (errorCode != FFX_OK) spdlog::error("FSR2FeatureDx12::ReInit ffxFsr2ContextDestroy error: {0:x}", errorCode); free(_contextDesc.backendInterface.scratchBuffer); } SetInit(Init(Device, InParameters)); } bool FSR2FeatureDx12::InitFSR2(const NVSDK_NGX_Parameter* InParameters) { spdlog::debug("FSR2Feature::InitFSR2"); if (IsInited()) return true; if (Device == nullptr) { spdlog::error("FSR2Feature::InitFSR2 D3D12Device is null!"); return false; } const size_t scratchBufferSize = ffxGetScratchMemorySizeDX12(FFX_FSR2_CONTEXT_COUNT); void* scratchBuffer = calloc(scratchBufferSize, 1); auto errorCode = ffxGetInterfaceDX12(&_contextDesc.backendInterface, Device, scratchBuffer, scratchBufferSize, FFX_FSR2_CONTEXT_COUNT); if (errorCode != FFX_OK) { spdlog::error("FSR2Feature::InitFSR2 ffxGetInterfaceDX12 error: {0:x}", errorCode); free(scratchBuffer); return false; } _contextDesc.maxRenderSize.width = RenderWidth(); _contextDesc.maxRenderSize.height = RenderHeight(); _contextDesc.displaySize.width = DisplayWidth(); _contextDesc.displaySize.height = DisplayHeight(); _contextDesc.flags = 0; int featureFlags; InParameters->Get(NVSDK_NGX_Parameter_DLSS_Feature_Create_Flags, &featureFlags); bool Hdr = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_IsHDR; bool EnableSharpening = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_DoSharpening; bool DepthInverted = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_DepthInverted; bool JitterMotion = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_MVJittered; bool LowRes = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_MVLowRes; bool AutoExposure = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_AutoExposure; if (Config::Instance()->DepthInverted.value_or(DepthInverted)) { Config::Instance()->DepthInverted = true; _contextDesc.flags |= FFX_FSR2_ENABLE_DEPTH_INVERTED; SetDepthInverted(true); spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (DepthInverted) {0:b}", _contextDesc.flags); } if (Config::Instance()->AutoExposure.value_or(AutoExposure)) { Config::Instance()->AutoExposure = true; _contextDesc.flags |= FFX_FSR2_ENABLE_AUTO_EXPOSURE; spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (AutoExposure) {0:b}", _contextDesc.flags); } else { Config::Instance()->AutoExposure = false; spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (!AutoExposure) {0:b}", _contextDesc.flags); } if (Config::Instance()->HDR.value_or(Hdr)) { Config::Instance()->HDR = false; _contextDesc.flags |= FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE; spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (HDR) {0:b}", _contextDesc.flags); } else { Config::Instance()->HDR = true; spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (!HDR) {0:b}", _contextDesc.flags); } if (Config::Instance()->JitterCancellation.value_or(JitterMotion)) { Config::Instance()->JitterCancellation = true; _contextDesc.flags |= FFX_FSR2_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION; spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (JitterCancellation) {0:b}", _contextDesc.flags); } if (Config::Instance()->DisplayResolution.value_or(!LowRes)) { Config::Instance()->DisplayResolution = true; _contextDesc.flags |= FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS; spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (!LowResMV) {0:b}", _contextDesc.flags); } else { Config::Instance()->DisplayResolution = false; spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (LowResMV) {0:b}", _contextDesc.flags); } _contextDesc.flags |= FFX_FSR2_ENABLE_DEPTH_INFINITE; #if _DEBUG _contextDesc.flags |= FFX_FSR2_ENABLE_DEBUG_CHECKING; _contextDesc.fpMessage = FfxLogCallback; #endif spdlog::debug("FSR2Feature::InitFSR2 ffxFsr2ContextCreate!"); auto ret = ffxFsr2ContextCreate(&_context, &_contextDesc); if (ret != FFX_OK) { spdlog::error("FSR2Feature::InitFSR2 ffxFsr2ContextCreate error: {0:x}", ret); return false; } SetInit(true); return true; }