mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-09-05 21:15:35 +00:00
383 lines
13 KiB
C++
383 lines
13 KiB
C++
#include "pch.h"
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#include "FSR2Feature_Dx12.h"
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#include "Config.h"
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bool FSR2FeatureDx12::Init(ID3D12Device* InDevice, const NVSDK_NGX_Parameter* InParameters)
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{
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spdlog::debug("FSR2FeatureDx12::Init");
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if (IsInited())
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return true;
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Device = InDevice;
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return InitFSR2(InParameters);
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}
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bool FSR2FeatureDx12::Evaluate(ID3D12GraphicsCommandList* InCommandList, const NVSDK_NGX_Parameter* InParameters)
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{
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spdlog::debug("FSR2FeatureDx12::Evaluate");
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if (!IsInited())
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return false;
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FfxFsr2DispatchDescription params{};
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InParameters->Get(NVSDK_NGX_Parameter_Jitter_Offset_X, ¶ms.jitterOffset.x);
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InParameters->Get(NVSDK_NGX_Parameter_Jitter_Offset_Y, ¶ms.jitterOffset.y);
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unsigned int reset;
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InParameters->Get(NVSDK_NGX_Parameter_Reset, &reset);
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params.reset = (reset == 1);
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GetRenderResolution(InParameters, ¶ms.renderSize.width, ¶ms.renderSize.height);
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spdlog::debug("FSR2FeatureDx12::Evaluate Input Resolution: {0}x{1}", params.renderSize.width, params.renderSize.height);
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params.commandList = ffxGetCommandListDX12(InCommandList);
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ID3D12Resource* paramColor;
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if (InParameters->Get(NVSDK_NGX_Parameter_Color, ¶mColor) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_Color, (void**)¶mColor);
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if (paramColor)
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{
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spdlog::debug("FSR2FeatureDx12::Evaluate Color exist..");
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if (Config::Instance()->ColorResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramColor,
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(D3D12_RESOURCE_STATES)Config::Instance()->ColorResourceBarrier.value(),
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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params.color = ffxGetResourceDX12(paramColor, GetFfxResourceDescriptionDX12(paramColor), (wchar_t*)L"FSR3Upscale_Color", FFX_RESOURCE_STATE_COMPUTE_READ);
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}
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else
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{
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spdlog::error("FSR2FeatureDx12::Evaluate Color not exist!!");
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return false;
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}
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ID3D12Resource* paramVelocity;
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if (InParameters->Get(NVSDK_NGX_Parameter_MotionVectors, ¶mVelocity) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_MotionVectors, (void**)¶mVelocity);
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if (paramVelocity)
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{
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spdlog::debug("FSR2FeatureDx12::Evaluate MotionVectors exist..");
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if (Config::Instance()->MVResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramVelocity,
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(D3D12_RESOURCE_STATES)Config::Instance()->MVResourceBarrier.value(),
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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params.motionVectors = ffxGetResourceDX12(paramVelocity, GetFfxResourceDescriptionDX12(paramVelocity), (wchar_t*)L"FSR3Upscale_MotionVectors", FFX_RESOURCE_STATE_COMPUTE_READ);
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}
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else
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{
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spdlog::error("FSR2FeatureDx12::Evaluate MotionVectors not exist!!");
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return false;
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}
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ID3D12Resource* paramOutput;
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if (InParameters->Get(NVSDK_NGX_Parameter_Output, ¶mOutput) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_Output, (void**)¶mOutput);
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if (paramOutput)
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{
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spdlog::debug("FSR2FeatureDx12::Evaluate Output exist..");
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if (Config::Instance()->OutputResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramOutput,
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(D3D12_RESOURCE_STATES)Config::Instance()->OutputResourceBarrier.value(),
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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params.output = ffxGetResourceDX12(paramOutput, GetFfxResourceDescriptionDX12(paramOutput), (wchar_t*)L"FSR3Upscale_Output", FFX_RESOURCE_STATE_UNORDERED_ACCESS);
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}
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else
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{
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spdlog::error("FSR2FeatureDx12::Evaluate Output not exist!!");
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return false;
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}
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ID3D12Resource* paramDepth;
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if (InParameters->Get(NVSDK_NGX_Parameter_Depth, ¶mDepth) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_Depth, (void**)¶mDepth);
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if (paramDepth)
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{
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spdlog::debug("FSR2FeatureDx12::Evaluate Depth exist..");
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if (Config::Instance()->DepthResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramDepth,
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(D3D12_RESOURCE_STATES)Config::Instance()->DepthResourceBarrier.value(),
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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params.depth = ffxGetResourceDX12(paramDepth, GetFfxResourceDescriptionDX12(paramDepth), (wchar_t*)L"FSR3Upscale_Depth", FFX_RESOURCE_STATE_COMPUTE_READ);
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}
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else
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{
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if (!Config::Instance()->DisplayResolution.value_or(false))
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spdlog::error("FSR2FeatureDx12::Evaluate Depth not exist!!");
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else
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spdlog::info("FSR2FeatureDx12::Evaluate Using high res motion vectors, depth is not needed!!");
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}
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ID3D12Resource* paramExp = nullptr;
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if (!Config::Instance()->AutoExposure.value_or(false))
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{
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if (InParameters->Get(NVSDK_NGX_Parameter_ExposureTexture, ¶mExp) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_ExposureTexture, (void**)¶mExp);
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if (paramExp)
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spdlog::debug("FSR2FeatureDx12::Evaluate ExposureTexture exist..");
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else
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spdlog::debug("FSR2FeatureDx12::Evaluate AutoExposure disabled but ExposureTexture is not exist, it may cause problems!!");
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if (Config::Instance()->ExposureResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramExp,
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(D3D12_RESOURCE_STATES)Config::Instance()->ExposureResourceBarrier.value(),
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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params.exposure = ffxGetResourceDX12(paramExp, GetFfxResourceDescriptionDX12(paramExp), (wchar_t*)L"FSR3Upscale_Exposure", FFX_RESOURCE_STATE_COMPUTE_READ);
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}
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else
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spdlog::debug("FSR2FeatureDx12::Evaluate AutoExposure enabled!");
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ID3D12Resource* paramMask = nullptr;
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if (!Config::Instance()->DisableReactiveMask.value_or(true))
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{
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if (InParameters->Get(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, ¶mMask) != NVSDK_NGX_Result_Success)
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InParameters->Get(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, (void**)¶mMask);
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if (paramMask)
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spdlog::debug("FSR2FeatureDx12::Evaluate Bias mask exist..");
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else
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spdlog::debug("FSR2FeatureDx12::Evaluate Bias mask not exist and its enabled in config, it may cause problems!!");
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if (Config::Instance()->MaskResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramMask,
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(D3D12_RESOURCE_STATES)Config::Instance()->MaskResourceBarrier.value(),
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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params.reactive = ffxGetResourceDX12(paramMask, GetFfxResourceDescriptionDX12(paramMask), (wchar_t*)L"FSR3Upscale_Reactive", FFX_RESOURCE_STATE_COMPUTE_READ);
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}
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float MVScaleX;
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float MVScaleY;
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if (InParameters->Get(NVSDK_NGX_Parameter_MV_Scale_X, &MVScaleX) == NVSDK_NGX_Result_Success &&
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InParameters->Get(NVSDK_NGX_Parameter_MV_Scale_Y, &MVScaleY) == NVSDK_NGX_Result_Success)
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{
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params.motionVectorScale.x = MVScaleX;
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params.motionVectorScale.y = MVScaleY;
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}
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else
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spdlog::warn("FSR2FeatureDx12::Evaluate Can't get motion vector scales!");
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float shapness;
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if (InParameters->Get(NVSDK_NGX_Parameter_Sharpness, &shapness) == NVSDK_NGX_Result_Success)
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{
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params.enableSharpening = shapness != 0 && shapness != 1;
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if (params.enableSharpening)
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{
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if (shapness < 0)
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params.sharpness = (shapness + 1.0f) / 2.0f;
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else
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params.sharpness = shapness;
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}
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}
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if (IsDepthInverted())
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{
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params.cameraFar = 0.0f;
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params.cameraNear = FLT_MAX;
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}
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else
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{
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params.cameraNear = 0.0f;
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params.cameraFar = FLT_MAX;
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}
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params.cameraFovAngleVertical = 1.047198f;
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params.frameTimeDelta = (float)GetDeltaTime();
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params.preExposure = 1.0f;
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spdlog::debug("FSR2FeatureDx12::Evaluate Dispatch!!");
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auto result = ffxFsr2ContextDispatch(&_context, ¶ms);
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if (result != FFX_OK)
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{
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spdlog::error("FSR2FeatureDx12::Evaluate ffxFsr2ContextDispatch error: {0:x}", result);
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return false;
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}
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// restore resource states
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if (paramColor && Config::Instance()->ColorResourceBarrier.value_or(false))
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ResourceBarrier(InCommandList, paramColor,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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(D3D12_RESOURCE_STATES)Config::Instance()->ColorResourceBarrier.value());
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if (paramVelocity && Config::Instance()->MVResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramVelocity,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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(D3D12_RESOURCE_STATES)Config::Instance()->MVResourceBarrier.value());
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if (paramOutput && Config::Instance()->OutputResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramOutput,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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(D3D12_RESOURCE_STATES)Config::Instance()->OutputResourceBarrier.value());
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if (paramDepth && Config::Instance()->DepthResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramDepth,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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(D3D12_RESOURCE_STATES)Config::Instance()->DepthResourceBarrier.value());
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if (paramExp && Config::Instance()->ExposureResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramExp,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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(D3D12_RESOURCE_STATES)Config::Instance()->ExposureResourceBarrier.value());
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if (paramMask && Config::Instance()->MaskResourceBarrier.has_value())
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ResourceBarrier(InCommandList, paramMask,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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(D3D12_RESOURCE_STATES)Config::Instance()->MaskResourceBarrier.value());
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return true;
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}
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void FSR2FeatureDx12::ReInit(const NVSDK_NGX_Parameter* InParameters)
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{
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spdlog::error("FSR2FeatureDx12::ReInit");
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SetInit(false);
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if (IsInited())
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{
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auto errorCode = ffxFsr2ContextDestroy(&_context);
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if (errorCode != FFX_OK)
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spdlog::error("FSR2FeatureDx12::ReInit ffxFsr2ContextDestroy error: {0:x}", errorCode);
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free(_contextDesc.backendInterface.scratchBuffer);
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}
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SetInit(Init(Device, InParameters));
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}
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bool FSR2FeatureDx12::InitFSR2(const NVSDK_NGX_Parameter* InParameters)
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{
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spdlog::debug("FSR2Feature::InitFSR2");
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if (IsInited())
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return true;
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if (Device == nullptr)
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{
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spdlog::error("FSR2Feature::InitFSR2 D3D12Device is null!");
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return false;
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}
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const size_t scratchBufferSize = ffxGetScratchMemorySizeDX12(FFX_FSR2_CONTEXT_COUNT);
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void* scratchBuffer = calloc(scratchBufferSize, 1);
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auto errorCode = ffxGetInterfaceDX12(&_contextDesc.backendInterface, Device, scratchBuffer, scratchBufferSize, FFX_FSR2_CONTEXT_COUNT);
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if (errorCode != FFX_OK)
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{
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spdlog::error("FSR2Feature::InitFSR2 ffxGetInterfaceDX12 error: {0:x}", errorCode);
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free(scratchBuffer);
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return false;
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}
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_contextDesc.maxRenderSize.width = RenderWidth();
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_contextDesc.maxRenderSize.height = RenderHeight();
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_contextDesc.displaySize.width = DisplayWidth();
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_contextDesc.displaySize.height = DisplayHeight();
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_contextDesc.flags = 0;
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int featureFlags;
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InParameters->Get(NVSDK_NGX_Parameter_DLSS_Feature_Create_Flags, &featureFlags);
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bool Hdr = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_IsHDR;
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bool EnableSharpening = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_DoSharpening;
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bool DepthInverted = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_DepthInverted;
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bool JitterMotion = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_MVJittered;
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bool LowRes = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_MVLowRes;
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bool AutoExposure = featureFlags & NVSDK_NGX_DLSS_Feature_Flags_AutoExposure;
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if (Config::Instance()->DepthInverted.value_or(DepthInverted))
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{
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Config::Instance()->DepthInverted = true;
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_contextDesc.flags |= FFX_FSR2_ENABLE_DEPTH_INVERTED;
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SetDepthInverted(true);
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spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (DepthInverted) {0:b}", _contextDesc.flags);
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}
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if (Config::Instance()->AutoExposure.value_or(AutoExposure))
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{
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Config::Instance()->AutoExposure = true;
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_contextDesc.flags |= FFX_FSR2_ENABLE_AUTO_EXPOSURE;
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spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (AutoExposure) {0:b}", _contextDesc.flags);
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}
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else
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{
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Config::Instance()->AutoExposure = false;
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spdlog::info("FSR2Feature::InitFSR2 contextDesc.initFlags (!AutoExposure) {0:b}", _contextDesc.flags);
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}
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if (Config::Instance()->HDR.value_or(Hdr))
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{
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Config::Instance()->HDR = false;
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_contextDesc.flags |= FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE;
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spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (HDR) {0:b}", _contextDesc.flags);
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}
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else
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{
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Config::Instance()->HDR = true;
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spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (!HDR) {0:b}", _contextDesc.flags);
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}
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if (Config::Instance()->JitterCancellation.value_or(JitterMotion))
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{
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Config::Instance()->JitterCancellation = true;
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_contextDesc.flags |= FFX_FSR2_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION;
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spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (JitterCancellation) {0:b}", _contextDesc.flags);
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}
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if (Config::Instance()->DisplayResolution.value_or(!LowRes))
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{
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Config::Instance()->DisplayResolution = true;
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_contextDesc.flags |= FFX_FSR2_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS;
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spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (!LowResMV) {0:b}", _contextDesc.flags);
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}
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else
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{
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Config::Instance()->DisplayResolution = false;
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spdlog::info("FSR2Feature::InitFSR2 xessParams.initFlags (LowResMV) {0:b}", _contextDesc.flags);
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}
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_contextDesc.flags |= FFX_FSR2_ENABLE_DEPTH_INFINITE;
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#if _DEBUG
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_contextDesc.flags |= FFX_FSR2_ENABLE_DEBUG_CHECKING;
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_contextDesc.fpMessage = FfxLogCallback;
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#endif
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spdlog::debug("FSR2Feature::InitFSR2 ffxFsr2ContextCreate!");
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auto ret = ffxFsr2ContextCreate(&_context, &_contextDesc);
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if (ret != FFX_OK)
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{
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spdlog::error("FSR2Feature::InitFSR2 ffxFsr2ContextCreate error: {0:x}", ret);
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return false;
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}
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SetInit(true);
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return true;
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} |