Files
OptiScaler/external/streamline1/sl1.h
T
Michał Lewandowski 951b260cc9 Allow changing sl plugin requirements (#510)
* Allow for sl plugin requirements modifications

also make sure DLSSG can be enabled in NMS on AMD

* Rename sl hooks

* Rename sl file

* Refactor streamline hooks

* Formatting
2025-06-09 21:59:16 +03:00

427 lines
19 KiB
C++

/*
* Copyright (c) 2022 NVIDIA CORPORATION. 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.
*/
#pragma once
#include "sl1_consts.h"
#undef SL_API
//#define SL_API extern "C"
#define SL_API
namespace sl1 {
using CommandBuffer = void;
//! Buffer types used for tagging
//!
//! IMPORTANT: Each tag must use the unique id
//!
enum BufferType : uint32_t
{
//! Depth buffer - IMPORTANT - Must be suitable to use with clipToPrevClip transformation (see Constants below)
eBufferTypeDepth,
//! Object and optional camera motion vectors (see Constants below)
eBufferTypeMVec,
//! Color buffer with all post-processing effects applied but without any UI/HUD elements
eBufferTypeHUDLessColor,
//! Color buffer containing jittered input data for the image scaling pass
eBufferTypeScalingInputColor,
//! Color buffer containing results from the image scaling pass
eBufferTypeScalingOutputColor,
//! Normals
eBufferTypeNormals,
//! Roughness
eBufferTypeRoughness,
//! Albedo
eBufferTypeAlbedo,
//! Specular Albedo
eBufferTypeSpecularAlbedo,
//! Indirect Albedo
eBufferTypeIndirectAlbedo,
//! Specular Mvec
eBufferTypeSpecularMVec,
//! Disocclusion Mask
eBufferTypeDisocclusionMask,
//! Emissive
eBufferTypeEmissive,
//! Exposure
eBufferTypeExposure,
//! Buffer with normal and roughness in alpha channel
eBufferTypeNormalRoughness,
//! Diffuse and camera ray length
eBufferTypeDiffuseHitNoisy,
//! Diffuse denoised
eBufferTypeDiffuseHitDenoised,
//! Specular and reflected ray length
eBufferTypeSpecularHitNoisy,
//! Specular denoised
eBufferTypeSpecularHitDenoised,
//! Shadow noisy
eBufferTypeShadowNoisy,
//! Shadow denoised
eBufferTypeShadowDenoised,
//! AO noisy
eBufferTypeAmbientOcclusionNoisy,
//! AO denoised
eBufferTypeAmbientOcclusionDenoised,
//! Optional - UI/HUD pixels hint (set to 1 if a pixel belongs to the UI/HUD elements, 0 otherwise)
eBufferTypeUIHint,
//! Optional - Shadow pixels hint (set to 1 if a pixel belongs to the shadow area, 0 otherwise)
eBufferTypeShadowHint,
//! Optional - Reflection pixels hint (set to 1 if a pixel belongs to the reflection area, 0 otherwise)
eBufferTypeReflectionHint,
//! Optional - Particle pixels hint (set to 1 if a pixel represents a particle, 0 otherwise)
eBufferTypeParticleHint,
//! Optional - Transparency pixels hint (set to 1 if a pixel belongs to the transparent area, 0 otherwise)
eBufferTypeTransparencyHint,
//! Optional - Animated texture pixels hint (set to 1 if a pixel belongs to the animated texture area, 0 otherwise)
eBufferTypeAnimatedTextureHint,
//! Optional - Bias for current color vs history hint - lerp(history, current, bias) (set to 1 to completely reject history)
eBufferTypeBiasCurrentColorHint,
//! Optional - Ray-tracing distance (camera ray length)
eBufferTypeRaytracingDistance,
//! Optional - Motion vectors for reflections
eBufferTypeReflectionMotionVectors,
//! Optional - Position, in same space as eBufferTypeNormals
eBufferTypePosition,
//! Optional - Indicates (via non-zero value) which pixels have motion/depth values that do not match the final color content at that pixel (e.g. overlaid, opaque Picture-in-Picture)
eBufferTypeInvalidDepthMotionHint
};
//! Features supported with this SDK
//!
//! IMPORTANT: Each feature must use the unique id
//!
enum Feature : uint32_t
{
//! Deep Learning Super Sampling
eFeatureDLSS = 0,
//! Real-Time Denoiser
eFeatureNRD = 1,
//! NVIDIA Image Scaling
eFeatureNIS = 2,
//! Low-Latency
eFeatureReflex = 3,
//! Common feature, NOT intended to be used directly
eFeatureCommon = UINT_MAX
};
//! Different levels for logging
enum LogLevel
{
//! No logging
eLogLevelOff,
//! Default logging
eLogLevelDefault,
//! Verbose logging
eLogLevelVerbose,
//! Total count
eLogLevelCount
};
//! Resource types
enum ResourceType : char
{
eResourceTypeTex2d,
eResourceTypeBuffer
};
//! Resource description
struct ResourceDesc
{
//! Indicates the type of resource
ResourceType type = eResourceTypeTex2d;
//! D3D12_RESOURCE_DESC/VkImageCreateInfo/VkBufferCreateInfo
void* desc{};
//! Initial state as D3D12_RESOURCE_STATES or VkMemoryPropertyFlags
uint32_t state = 0;
//! CD3DX12_HEAP_PROPERTIES or nullptr
void* heap{};
//! Reserved for future expansion, must be set to null
void* ext{};
};
//! Native resource
struct Resource
{
//! Indicates the type of resource
ResourceType type = eResourceTypeTex2d;
//! ID3D11Resource/ID3D12Resource/VkBuffer/VkImage
void* native{};
//! vkDeviceMemory or nullptr
void* memory{};
//! VkImageView/VkBufferView or nullptr
void* view{};
//! State as D3D12_RESOURCE_STATES or VkImageLayout
//!
//! IMPORTANT: State needs to be correct when tagged resources are actually used.
//!
uint32_t state{};
//! Reserved for future expansion, must be set to null
void* ext{};
};
//! Resource allocation/deallocation callbacks
//!
//! Use these callbacks to gain full control over
//! resource life cycle and memory allocation tracking.
//!
//! @param device - Device to be used (vkDevice or ID3D11Device or ID3D12Device)
//!
//! IMPORTANT: Textures must have the pixel shader resource
//! and the unordered access view flags set
using pfunResourceAllocateCallback = Resource(const ResourceDesc* desc, void* device);
using pfunResourceReleaseCallback = void(Resource* resource, void* device);
//! Log type
enum LogType
{
//! Controlled by LogLevel, SL can show more information in eLogLevelVerbose mode
eLogTypeInfo,
//! Always shown regardless of LogLevel
eLogTypeWarn,
eLogTypeError,
//! Total count
eLogTypeCount
};
//! Logging callback
//!
//! Use these callbacks to track messages posted in the log.
//! If any of the SL methods returns false use eLogTypeError
//! type to track down what went wrong and why.
using pfunLogMessageCallback = void(LogType type, const char* msg);
//! Optional flags
enum PreferenceFlags : uint64_t
{
//! IMPORTANT: If this flag is set then the host application is responsible for restoring CL state correctly after each 'slEvaluateFeature' call
ePreferenceFlagDisableCLStateTracking = 1 << 0,
//! Disables debug text on screen in development builds
ePreferenceFlagDisableDebugText = 1 << 1,
};
SL_ENUM_OPERATORS_64(PreferenceFlags)
//! Optional preferences
struct Preferences
{
//! Optional - In non-production builds it is useful to enable debugging console window
bool showConsole = false;
//! Optional - Various logging levels
LogLevel logLevel = eLogLevelDefault;
//! Optional - Absolute paths to locations where to look for plugins, first path in the list has the highest priority
const wchar_t** pathsToPlugins = {};
//! Optional - Number of paths to search
uint32_t numPathsToPlugins = 0;
//! Optional - Absolute path to location where logs and other data should be stored
//! NOTE: Set this to nullptr in order to disable logging to a file
const wchar_t* pathToLogsAndData = {};
//! Optional - Allows resource allocation tracking on the host side
pfunResourceAllocateCallback* allocateCallback = {};
//! Optional - Allows resource deallocation tracking on the host side
pfunResourceReleaseCallback* releaseCallback = {};
//! Optional - Allows log message tracking including critical errors if they occur
pfunLogMessageCallback* logMessageCallback = {};
//! Optional - Flags used to enable or disable advanced options
PreferenceFlags flags{};
//! Required - Features to load (assuming appropriate plugins are found), if not specified NO features will be loaded by default
const Feature* featuresToLoad = {};
//! Required - Number of features to load, only used when list is not a null pointer
uint32_t numFeaturesToLoad = 0;
//! Reserved for future expansion, must be set to null
void* ext = {};
};
//! Unique application ID
constexpr int kUniqueApplicationId = 0;
//! Streamline API functions
//!
using PFunSlInit = bool(const sl1::Preferences& pref, int applicationId);
using PFunSlShutdown = bool();
using PFunSlSetFeatureEnabled = bool(sl1::Feature feature, bool enabled);
using PFunSlIsFeatureEnabled = bool(sl1::Feature feature);
using PFunSlIsFeatureSupported = bool(sl1::Feature feature, uint32_t* adapterBitMask);
using PFunSlSetTag = bool(const sl1::Resource* resource, sl1::BufferType tag, uint32_t id, const sl1::Extent* extent);
using PFunSlSetConstants = bool(const sl1::Constants& values, uint32_t frameIndex, uint32_t id);
using PFunSlSetFeatureConstants = bool(sl1::Feature feature, const void* consts, uint32_t frameIndex, uint32_t id);
using PFunSlGetFeatureSettings = bool(sl1::Feature feature, const void* consts, void* settings);
using PFunSlEvaluateFeature = bool(sl1::CommandBuffer* cmdBuffer, sl1::Feature feature, uint32_t frameIndex, uint32_t id);
using PFunSlAllocateResources = bool(sl1::CommandBuffer* cmdBuffer, sl1::Feature feature, uint32_t id);
using PFunSlFreeResources = bool(sl1::Feature feature, uint32_t id);
//! Initializes the SL module
//!
//! Call this method when the game is initializing.
//!
//! @param pref Specifies preferred behavior for the SL library (SL will keep a copy)
//! @param applicationId Unique id for your application.
//! @return false if SL is not supported on the system true otherwise.
//!
//! This method is NOT thread safe.
SL_API bool slInit(const sl1::Preferences& pref, int applicationId = sl1::kUniqueApplicationId);
//! Shuts down the SL module
//!
//! Call this method when the game is shutting down.
//!
//! @return false if SL did not shutdown correctly true otherwise.
//!
//! This method is NOT thread safe.
SL_API bool slShutdown();
//! Checks if specific feature is supported or not.
//!
//! Call this method to check if certain eFeature* (see above) is available.
//! This method must be called after init otherwise it will always return false.
//!
//! @param feature Specifies which feature to check
//! @param adapterBitMask Optional bit-mask specifying which adapter supports the give feature
//! @return false if feature is not supported on the system true otherwise.
//!
//! NOTE: You can provide the adapter bit mask to ensure that feature is available on the adapter
//! for which you are planning to create a device. For the adapter at index N you can check the bit 1 << N.
//!
//! This method is NOT thread safe.
SL_API bool slIsFeatureSupported(sl1::Feature feature, uint32_t* adapterBitMask = nullptr);
//! Checks if specified feature is enabled or not.
//!
//! Call this method to check if feature is enabled.
//! All supported features are enabled by default and have to be disabled explicitly if needed.
//!
//! @param feature Specifies which feature to check
//! @return false if feature is disabled, not supported on the system or if device has not been created yet, true otherwise.
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slIsFeatureEnabled(sl1::Feature feature);
//! Sets the specified feature to either enabled or disabled state.
//!
//! Call this method to enable or disable certain eFeature*.
//! All supported features are enabled by default and have to be disabled explicitly if needed.
//!
//! @param feature Specifies which feature to check
//! @param enabled Value specifying if feature should be enabled or disabled.
//! @return false if feature is not supported on the system or if device has not been created yet, true otherwise.
//!
//! NOTE: When this method is called no other DXGI/D3D/Vulkan APIs should be invoked in parallel so
//! make sure to flush your pipeline before calling this method.
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slSetFeatureEnabled(sl1::Feature feature, bool enabled);
//! Tags resource
//!
//! Call this method to tag the appropriate buffers.
//!
//! @param resource Pointer to resource to tag, set to null to remove the specified tag
//! @param tag Specific tag for the resource
//! @param id Unique id (can be viewport id | instance id etc.)
//! @param extent The area of the tagged resource to use (if using the entire resource leave as null)
//! @return false if resource cannot be tagged or if device has not been created yet, true otherwise.
//!
//! This method is thread safe and requires DX/VK device to be created before calling it.
SL_API bool slSetTag(const sl1::Resource* resource, sl1::BufferType tag, uint32_t id = 0, const sl1::Extent* extent = nullptr);
//! Sets common constants.
//!
//! Call this method to provide the required data (SL will keep a copy).
//!
//! @param values Common constants required by SL plugins (SL will keep a copy)
//! @param frameIndex Index of the current frame
//! @param id Unique id (can be viewport id | instance id etc.)
//! @return false if constants cannot be set or if device has not been created yet, true otherwise.
//!
//! This method is thread safe and requires DX/VK device to be created before calling it.
SL_API bool slSetConstants(const sl1::Constants& values, uint32_t frameIndex, uint32_t id = 0);
//! Sets feature specific constants.
//!
//! Call this method to provide the required data
//! for the specified feature (SL will keep a copy).
//!
//! @param feature Feature we are working with
//! @param consts Pointer to the feature specific constants (SL will keep a copy)
//! @param frameIndex Index of the current frame
//! @param id Unique id (can be viewport id | instance id etc.)
//! @return false if constants cannot be set or if device has not been created yet, true otherwise.
//!
//! This method is thread safe and requires DX/VK device to be created before calling it.
SL_API bool slSetFeatureConstants(sl1::Feature feature, const void* consts, uint32_t frameIndex, uint32_t id = 0);
//! Gets feature specific settings.
//!
//! Call this method to obtain settings for the specified feature.
//!
//! @param feature Feature we are working with
//! @param consts Pointer to the feature specific constants
//! @param settings Pointer to the returned feature specific settings
//! @return false if feature does not have settings or if device has not been created yet, true otherwise.
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slGetFeatureSettings(sl1::Feature feature, const void* consts, void* settings);
//! Allocates resources for the specified feature.
//!
//! Call this method to explicitly allocate resources
//! for an instance of the specified feature.
//!
//! @param cmdBuffer Command buffer to use (must be created on device where feature is supported but can be null if not needed)
//! @param feature Feature we are working with
//! @param id Unique id (instance handle)
//! @return false if resources cannot be allocated or if device has not been created yet, true otherwise.
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slAllocateResources(sl1::CommandBuffer* cmdBuffer, sl1::Feature feature, uint32_t id);
//! Frees resources for the specified feature.
//!
//! Call this method to explicitly free resources
//! for an instance of the specified feature.
//!
//! @param feature Feature we are working with
//! @param id Unique id (instance handle)
//! @return false if resources cannot be freed or if device has not been created yet, true otherwise.
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slFreeResources(sl1::Feature feature, uint32_t id);
//! Evaluates feature
//!
//! Use this method to mark the section in your rendering pipeline
//! where specific feature should be injected.
//!
//! @param cmdBuffer Command buffer to use (must be created on device where feature is supported but can be null if not needed)
//! @param feature Feature we are working with
//! @param frameIndex Current frame index (can be 0 if not needed)
//! @param id Unique id (can be viewport id | instance id etc.)
//! @return false if feature event cannot be injected in the command buffer or if device has not been created yet, true otherwise.
//!
//! IMPORTANT: frameIndex and id must match whatever is used to set common and or feature constants (if any)
//!
//! This method is NOT thread safe and requires DX/VK device to be created before calling it.
SL_API bool slEvaluateFeature(sl1::CommandBuffer* cmdBuffer, sl1::Feature feature, uint32_t frameIndex, uint32_t id = 0);
}