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#define ImTextureID ImU64
#include <imgui.h>
#include <reshade.hpp>
#include <com_ptr.hpp>
#include <crc32_hash.hpp>
#include <d3d11.h>
#include <nvsdk_ngx.h>
#include <nvsdk_ngx_params.h>
#include <nvsdk_ngx_helpers.h>
#include <set>
#include "intermediate/PrepareMotionVectors.h"
#include "intermediate/0x0D1CD1AA.h"
using namespace reshade::api;
NVSDK_NGX_Parameter* capabilityParameters = nullptr;
NVSDK_NGX_Parameter* parameters = nullptr;
NVSDK_NGX_Handle* dlssHandle = nullptr;
com_ptr<ID3D11Texture2D> motionVectorTexture;
com_ptr<ID3D11UnorderedAccessView> motionVectorUAV;
com_ptr<ID3D11ComputeShader> prepareMotionVectorShader;
com_ptr<ID3D11Buffer> cbSharpenModify;
std::set<ID3D11PixelShader*> taaShaders;
std::set<ID3D11PixelShader*> sharpenShaders;
bool dlssAvailable = false;
uint32_t shaderHash;
uint32_t currentWidth = 0;
uint32_t currentHeight = 0;
void* mappedConstantBuffer = nullptr;
float jitter[] = { 0.0f, 0.0f };
bool invokedThisFrame = false;
bool needReset = false;
bool needReinitialize = false;
NVSDK_NGX_DLSS_Hint_Render_Preset preset = NVSDK_NGX_DLSS_Hint_Render_Preset_K;
bool autoExposure = false;
float sharpenMultiplier = 1.0f;
void ReleaseDLSS() {
if (parameters) {
NVSDK_NGX_D3D11_DestroyParameters(parameters);
parameters = nullptr;
}
if (dlssHandle) {
NVSDK_NGX_D3D11_ReleaseFeature(dlssHandle);
dlssHandle = nullptr;
}
motionVectorTexture.reset();
motionVectorUAV.reset();
}
void Cleanup() {
ReleaseDLSS();
prepareMotionVectorShader.reset();
if (capabilityParameters) {
NVSDK_NGX_D3D11_DestroyParameters(capabilityParameters);
capabilityParameters = nullptr;
}
}
static void drawSettings(reshade::api::effect_runtime*)
{
if (ImGui::DragFloat("Sharpen Amount", &sharpenMultiplier, 0.1f, 0.0f, 2.0f)) {
reshade::set_config_value(nullptr, "DLAA", "SharpenAmount", sharpenMultiplier);
}
static const NVSDK_NGX_DLSS_Hint_Render_Preset presets[] = {
NVSDK_NGX_DLSS_Hint_Render_Preset_F,
NVSDK_NGX_DLSS_Hint_Render_Preset_J,
NVSDK_NGX_DLSS_Hint_Render_Preset_K,
NVSDK_NGX_DLSS_Hint_Render_Preset_L,
NVSDK_NGX_DLSS_Hint_Render_Preset_M
};
static const char* presetNames[] = {
"Preset F(DLSS 3.0)",
"Preset J(DLSS 4.0 old)",
"Preset K(DLSS 4.0)",
"Preset L(DLSS 4.5 - very slow)",
"Preset M(DLSS 4.5)"
};
const char* combo_preview_value;
switch (preset)
{
case NVSDK_NGX_DLSS_Hint_Render_Preset_F:
combo_preview_value = presetNames[0];
break;
case NVSDK_NGX_DLSS_Hint_Render_Preset_J:
combo_preview_value = presetNames[1];
break;
case NVSDK_NGX_DLSS_Hint_Render_Preset_K:
combo_preview_value = presetNames[2];
break;
case NVSDK_NGX_DLSS_Hint_Render_Preset_L:
combo_preview_value = presetNames[3];
break;
case NVSDK_NGX_DLSS_Hint_Render_Preset_M:
combo_preview_value = presetNames[4];
break;
default:
preset = NVSDK_NGX_DLSS_Hint_Render_Preset_K;
combo_preview_value = presetNames[2];
break;
}
if (ImGui::BeginCombo("Preset", combo_preview_value, 0))
{
for (int i = 0; i < 5; i++) {
bool isSelected = preset == presets[i];
if (ImGui::Selectable(presetNames[i], isSelected)) {
preset = presets[i];
needReinitialize = true;
reshade::set_config_value(nullptr, "DLAA", "Preset", preset);
}
if (isSelected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
if (ImGui::Checkbox("Enable Auto-exposure", &autoExposure))
{
reshade::set_config_value(nullptr, "DLAA", "AutoExposure", autoExposure);
needReinitialize = true;
}
}
void OnInitDevice(reshade::api::device* device) {
reshade::get_config_value(nullptr, "DLAA", "SharpenAmount", sharpenMultiplier);
if (sharpenMultiplier < 0.0f || sharpenMultiplier > 2.0f) {
sharpenMultiplier = 1.0f;
}
int presetInt;
reshade::get_config_value(nullptr, "DLAA", "Preset", presetInt);
preset = (NVSDK_NGX_DLSS_Hint_Render_Preset)presetInt;
if (preset != NVSDK_NGX_DLSS_Hint_Render_Preset_F &&
preset != NVSDK_NGX_DLSS_Hint_Render_Preset_J &&
preset != NVSDK_NGX_DLSS_Hint_Render_Preset_K &&
preset != NVSDK_NGX_DLSS_Hint_Render_Preset_L &&
preset != NVSDK_NGX_DLSS_Hint_Render_Preset_M) {
preset = NVSDK_NGX_DLSS_Hint_Render_Preset_K;
}
reshade::get_config_value(nullptr, "DLAA", "AutoExposure", autoExposure);
NVSDK_NGX_Result result = NVSDK_NGX_D3D11_Init(1,
L"",
(ID3D11Device*)device->get_native());
if (NVSDK_NGX_FAILED(NVSDK_NGX_Result_Success)) {
return;
}
result = NVSDK_NGX_D3D11_GetCapabilityParameters(&capabilityParameters);
if (NVSDK_NGX_FAILED(NVSDK_NGX_Result_Success)) {
return;
}
int needsUpdatedDriver = 0;
int dlssSupported = 0;
int featureInitResult = 0;
if(NVSDK_NGX_FAILED(capabilityParameters->Get(NVSDK_NGX_Parameter_SuperSampling_NeedsUpdatedDriver, &needsUpdatedDriver)) ||
needsUpdatedDriver ||
NVSDK_NGX_FAILED(capabilityParameters->Get(NVSDK_NGX_Parameter_SuperSampling_Available, &dlssSupported)) ||
!dlssSupported ||
NVSDK_NGX_FAILED(capabilityParameters->Get(NVSDK_NGX_Parameter_SuperSampling_FeatureInitResult, &featureInitResult)) ||
!featureInitResult) {
NVSDK_NGX_D3D11_DestroyParameters(capabilityParameters);
capabilityParameters = nullptr;
return;
}
dlssAvailable = true;
ID3D11Device* d3d11Device = (ID3D11Device*)device->get_native();
d3d11Device->CreateComputeShader(__PrepareMotionVectors.data(),
__PrepareMotionVectors.size_bytes(),
nullptr,
&prepareMotionVectorShader);
{
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc.ByteWidth = 16;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
HRESULT hr = d3d11Device->CreateBuffer(&bufferDesc, nullptr, &cbSharpenModify);
}
}
void OnDestroyDevice(reshade::api::device* device) {
Cleanup();
}
bool OnCreatePipeline(
reshade::api::device* device,
reshade::api::pipeline_layout layout,
uint32_t subobjectCount,
const reshade::api::pipeline_subobject* subobjects) {
bool replacedShader = false;
for (uint32_t i = 0; i < subobjectCount; ++i) {
if (subobjects[i].type != reshade::api::pipeline_subobject_type::pixel_shader) {
continue;
}
shader_desc* desc = (shader_desc*)subobjects[i].data;
shaderHash = compute_crc32((const uint8_t*)desc->code, desc->code_size);
if (shaderHash == 0x0D1CD1AA) {
desc->code = __0x0D1CD1AA.data();
desc->code_size = __0x0D1CD1AA.size_bytes();
replacedShader = true;
}
}
return replacedShader;
}
void OnInitPipeline(device* device,
pipeline_layout layout,
uint32_t subobjectCount,
const pipeline_subobject* subobjects,
pipeline pipeline) {
for (uint32_t i = 0; i < subobjectCount; ++i) {
if (subobjects[i].type != reshade::api::pipeline_subobject_type::pixel_shader) {
continue;
}
if (shaderHash == 0x0DF0A97D) {
taaShaders.insert((ID3D11PixelShader*)pipeline.handle);
}
if (shaderHash == 0x0D1CD1AA) {
sharpenShaders.insert((ID3D11PixelShader*)pipeline.handle);
}
}
}
void OnDestroyPipeline(reshade::api::device* device, reshade::api::pipeline pipeline) {
if (taaShaders.find((ID3D11PixelShader*)pipeline.handle) != taaShaders.end()) {
taaShaders.erase((ID3D11PixelShader*)pipeline.handle);
}
if (sharpenShaders.find((ID3D11PixelShader*)pipeline.handle) != sharpenShaders.end()) {
sharpenShaders.erase((ID3D11PixelShader*)pipeline.handle);
}
}
bool OnDraw(reshade::api::command_list* cmd_list,
uint32_t vertex_count,
uint32_t instance_count,
uint32_t first_vertex,
uint32_t first_instance) {
ID3D11DeviceContext* deviceContext = (ID3D11DeviceContext*)(cmd_list->get_native());
com_ptr<ID3D11PixelShader> shader;
deviceContext->PSGetShader(&shader, nullptr, nullptr);
if (dlssAvailable && taaShaders.find(shader.get()) != taaShaders.end()) {
com_ptr<ID3D11RenderTargetView> renderTargetView;
deviceContext->OMGetRenderTargets(1, &renderTargetView, nullptr);
if (!renderTargetView) {
return false;
}
com_ptr<ID3D11Resource> renderTargetResource;
renderTargetView->GetResource(&renderTargetResource);
com_ptr<ID3D11Texture2D> renderTargetTexture;
renderTargetResource->QueryInterface(&renderTargetTexture);
D3D11_TEXTURE2D_DESC renderTargetDesc;
renderTargetTexture->GetDesc(&renderTargetDesc);
uint32_t width = renderTargetDesc.Width;
uint32_t height = renderTargetDesc.Height;
if (currentWidth != width ||
currentHeight != height ||
needReinitialize) {
ReleaseDLSS();
}
if (!dlssHandle) {
NVSDK_NGX_D3D11_AllocateParameters(¶meters);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_Width, width);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_Height, height);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_OutWidth, width);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_OutHeight, height);
NVSDK_NGX_Parameter_SetI(parameters, NVSDK_NGX_Parameter_PerfQualityValue, NVSDK_NGX_PerfQuality_Value_DLAA);
NVSDK_NGX_Parameter_SetI(parameters, NVSDK_NGX_Parameter_DLSS_Feature_Create_Flags, NVSDK_NGX_DLSS_Feature_Flags_IsHDR | (autoExposure ? NVSDK_NGX_DLSS_Feature_Flags_AutoExposure : 0));
NVSDK_NGX_Parameter_SetI(parameters, NVSDK_NGX_Parameter_DLSS_Enable_Output_Subrects, 0);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_DLSS_Hint_Render_Preset_DLAA, preset);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_DLSS_Hint_Render_Preset_Quality, preset);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_DLSS_Hint_Render_Preset_Balanced, preset);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_DLSS_Hint_Render_Preset_Performance, preset);
NVSDK_NGX_Parameter_SetUI(parameters, NVSDK_NGX_Parameter_DLSS_Hint_Render_Preset_UltraPerformance, preset);
NVSDK_NGX_Result result = NVSDK_NGX_D3D11_CreateFeature(deviceContext, NVSDK_NGX_Feature_SuperSampling, parameters, &dlssHandle);
if (NVSDK_NGX_FAILED(result)) {
dlssHandle = nullptr;
dlssAvailable = false;
return false;
}
com_ptr<ID3D11Device> device;
deviceContext->GetDevice(&device);
{
D3D11_TEXTURE2D_DESC motionVectorDesc;
motionVectorDesc.Width = width;
motionVectorDesc.Height = height;
motionVectorDesc.Usage = D3D11_USAGE_DEFAULT;
motionVectorDesc.ArraySize = 1;
motionVectorDesc.Format = DXGI_FORMAT_R16G16_FLOAT;
motionVectorDesc.SampleDesc.Count = 1;
motionVectorDesc.SampleDesc.Quality = 0;
motionVectorDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
motionVectorDesc.CPUAccessFlags = 0;
motionVectorDesc.MiscFlags = 0;
motionVectorDesc.MipLevels = 1;
device->CreateTexture2D(&motionVectorDesc,
nullptr,
&motionVectorTexture);
}
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
uavDesc.Format = DXGI_FORMAT_R16G16_FLOAT;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
device->CreateUnorderedAccessView(motionVectorTexture.get(),
&uavDesc,
&motionVectorUAV);
}
currentWidth = width;
currentHeight = height;
needReinitialize = false;
}
com_ptr<ID3D11Buffer> cbTemporalAA;
deviceContext->PSGetConstantBuffers(0, 1, &cbTemporalAA);
com_ptr<ID3D11ShaderResourceView> inColorSRV;
deviceContext->PSGetShaderResources(0, 1, &inColorSRV);
com_ptr<ID3D11ShaderResourceView> inDepthSRV;
deviceContext->PSGetShaderResources(3, 1, &inDepthSRV);
com_ptr<ID3D11ShaderResourceView> inVelocitySRV;
deviceContext->PSGetShaderResources(6, 1, &inVelocitySRV);
if (!cbTemporalAA ||
!inColorSRV ||
!inDepthSRV ||
!inVelocitySRV) {
return false;
}
com_ptr<ID3D11Resource> inColor;
inColorSRV->GetResource(&inColor);
com_ptr<ID3D11Resource> inDepth;
inDepthSRV->GetResource(&inDepth);
{
ID3D11ShaderResourceView* srvs[] = { inVelocitySRV.get() , inDepthSRV.get() };
ID3D11UnorderedAccessView* uavs[] = { motionVectorUAV.get() };
ID3D11Buffer* cbs[] = { cbTemporalAA.get() };
deviceContext->CSSetShader(prepareMotionVectorShader.get(), 0, 0);
deviceContext->CSSetShaderResources(0, 2, srvs);
deviceContext->CSSetConstantBuffers(0, 1, cbs);
deviceContext->CSSetUnorderedAccessViews(0, 1, uavs, nullptr);
deviceContext->Dispatch((width + 7) / 8, (height + 7) / 8, 1);
srvs[0] = nullptr;
srvs[1] = nullptr;
deviceContext->CSSetShaderResources(0, 2, srvs);
}
{
NVSDK_NGX_D3D11_DLSS_Eval_Params evalParams = {};
evalParams.Feature.pInColor = inColor.get();
evalParams.Feature.pInOutput = renderTargetResource.get();
evalParams.pInDepth = inDepth.get();
evalParams.pInMotionVectors = motionVectorTexture.get();
evalParams.InJitterOffsetX = jitter[0] * width;
evalParams.InJitterOffsetY = jitter[1] * height;
evalParams.InReset = needReset ? 1 : 0;
evalParams.InMVScaleX = 1.0f;
evalParams.InMVScaleY = 1.0f;
evalParams.InRenderSubrectDimensions.Width = width;
evalParams.InRenderSubrectDimensions.Height = height;
NVSDK_NGX_Result res = NGX_D3D11_EVALUATE_DLSS_EXT(deviceContext, dlssHandle, parameters, &evalParams);
}
invokedThisFrame = true;
return true;
}
else if (sharpenShaders.find(shader.get()) != sharpenShaders.end()) {
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (SUCCEEDED(deviceContext->Map(cbSharpenModify.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) {
((float*)mappedResource.pData)[0] = sharpenMultiplier;
deviceContext->Unmap(cbSharpenModify.get(), 0);
}
}
ID3D11Buffer* cbs[] = { cbSharpenModify.get() };
deviceContext->PSSetConstantBuffers(1, 1, cbs);
}
return false;
}
void OnMapBufferRegion(
device* device,
resource resource,
uint64_t offset,
uint64_t size,
map_access access,
void** mapped_data) {
if (access != map_access::write_discard) {
return;
}
D3D11_BUFFER_DESC bd;
((ID3D11Buffer*)resource.handle)->GetDesc(&bd);
if (bd.ByteWidth == 256) {
mappedConstantBuffer = *mapped_data;
}
}
void OnUnmapBufferRegion(
device* device,
resource resource) {
if (mappedConstantBuffer) {
jitter[0] = ((float*)mappedConstantBuffer)[8];
jitter[1] = ((float*)mappedConstantBuffer)[9];
mappedConstantBuffer = nullptr;
}
}
void OnPresent(command_queue* queue,
swapchain* swapchain,
const rect* source_rect,
const rect* dest_rect,
uint32_t dirty_rect_count,
const rect* dirty_rects) {
needReset = !invokedThisFrame;
invokedThisFrame = false;
}
extern "C" __declspec(dllexport) const char *NAME = "FFXV DLAA";
extern "C" __declspec(dllexport) const char *DESCRIPTION = "Replaces TAA with DLAA";
BOOL APIENTRY DllMain(HMODULE hModule, DWORD fdwReason, LPVOID)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
if (!reshade::register_addon(hModule))
return FALSE;
reshade::register_overlay(nullptr, drawSettings);
reshade::register_event<reshade::addon_event::init_device>(OnInitDevice);
reshade::register_event<reshade::addon_event::destroy_device>(OnDestroyDevice);
reshade::register_event < reshade::addon_event::create_pipeline>(OnCreatePipeline);
reshade::register_event<reshade::addon_event::init_pipeline>(OnInitPipeline);
reshade::register_event<reshade::addon_event::destroy_pipeline>(OnDestroyPipeline);
reshade::register_event<reshade::addon_event::draw>(OnDraw);
reshade::register_event<reshade::addon_event::map_buffer_region>(OnMapBufferRegion);
reshade::register_event<reshade::addon_event::unmap_buffer_region>(OnUnmapBufferRegion);
reshade::register_event<reshade::addon_event::present>(OnPresent);
break;
case DLL_PROCESS_DETACH:
reshade::unregister_addon(hModule);
break;
}
return TRUE;
}