From a9ed8f66c4d4d5867836896fb52bf8e56260cfe1 Mon Sep 17 00:00:00 2001 From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com> Date: Sat, 14 Sep 2024 11:35:12 +0200 Subject: [PATCH] Thirdparty: add AMD Anti-Lag 2 SDK Not implemented yet. --- license/thirdpartylegalnotices.txt | 27 +++ .../fidelityfx/LICENSE_ANTILAG2.txt | 23 +++ src/thirdparty/fidelityfx/README_ANTILAG2.md | 104 ++++++++++ src/thirdparty/fidelityfx/ffx_antilag2_dx11.h | 192 ++++++++++++++++++ 4 files changed, 346 insertions(+) create mode 100644 src/thirdparty/fidelityfx/LICENSE_ANTILAG2.txt create mode 100644 src/thirdparty/fidelityfx/README_ANTILAG2.md create mode 100644 src/thirdparty/fidelityfx/ffx_antilag2_dx11.h diff --git a/license/thirdpartylegalnotices.txt b/license/thirdpartylegalnotices.txt index b3ae9983..e87ff244 100644 --- a/license/thirdpartylegalnotices.txt +++ b/license/thirdpartylegalnotices.txt @@ -70,6 +70,33 @@ NVIDIA NvAPI // the above Disclaimer (as applicable) and U.S. Government End Users Notice. //////////////////////////////////////////////////////////////////////////// +************************************************************************************ +AMD Anti-Lag 2 +************************************************************************************ + + // Copyright (C) 2024 Advanced Micro Devices, Inc. + // + // SPDX License Identifier: MIT + // + // 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. + //////////////////////////////////////////////////////////////////////////// + ************************************************************************************ Google protocol buffers ************************************************************************************ diff --git a/src/thirdparty/fidelityfx/LICENSE_ANTILAG2.txt b/src/thirdparty/fidelityfx/LICENSE_ANTILAG2.txt new file mode 100644 index 00000000..2559e2a0 --- /dev/null +++ b/src/thirdparty/fidelityfx/LICENSE_ANTILAG2.txt @@ -0,0 +1,23 @@ +This file is part of the Anti-Lag 2 SDK. + +Copyright (C) 2024 Advanced Micro Devices, Inc. + +SPDX License Identifier: MIT + +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. diff --git a/src/thirdparty/fidelityfx/README_ANTILAG2.md b/src/thirdparty/fidelityfx/README_ANTILAG2.md new file mode 100644 index 00000000..90501261 --- /dev/null +++ b/src/thirdparty/fidelityfx/README_ANTILAG2.md @@ -0,0 +1,104 @@ +# Anti-Lag 2 SDK + +## Overview +Reducing latency from mouse click to image-on-screen is critical in delivering a satisfying gaming experience, especially for fast-paced and competitive games. This latency occurs at various stages of the system between the user providing input via the mouse and keyboard to finally seeing the results of those actions as photons reaching the eye. This is known as end-to-end system latency. + +While some parts of the system are broadly out of the game developer's control such as the input peripheral latency, or the display latency, the bit in the middle - the game itself - is somewhat more controllable. + +Obviously, a higher framerate will have a pretty-much linear impact on the game's latency, but this will typically require reducing image quality and resolution. The key factor here is how much latency exists between the user input being polled and the point at which the content is sent to the display. This is where Anti-Lag comes in. + +### Anti-Lag 1 +Anti-Lag 1 is a pure driver-based technology that introduces a carefully calculated delay into the driver-side processing of game's graphics commands, such that CPU and GPU frames are optimally aligned. This way the CPU frames are prevented from running too far ahead of GPU frames, and as a result the lag (input-to-image latency) is reduced. + +### Anti-Lag 2 +Anti-Lag 2 does a similar thing to the driver-based AntiLag 1, but the point of insertion of the delay is now at the optimal point inside the game's logic, just before the user controls (mouse/gamepad/keyboard) are sampled. + +This allows for an optimal alignment of the game's internal processing pipeline (and not just the in-driver producer-consumer logic), achieving a significantly greater latency reduction. + +In order to achieve this improved latency reduction, the game developer needs to integrate the Anti-Lag 2 SDK into their game and (optionally) expose the its controls in the game UI. + +## Integration Guide + +# DirectX®11 + +* Include the DirectX®11 header in your game: ffx_antilag2_dx11.h +* Declare a persistent `AMD::AntiLag2DX11::Context` object initialized with `= {}` or mem-zeroed. +* Call `AMD::AntiLag2DX11::Initialize(&context)`. If this function returns `S_OK`, then Anti-Lag 2 is present in your game. +* Call `AMD::AntiLag2DX11::Update(&context,true,0)` at the point just before the game polls for input. Specify true to enable Anti-Lag 2. False, to disable it. The second parameter is an optional framerate limiter. Specify zero to disable it. +* Call `AMD::AntiLag2DX11::DeInitialize(&context)` to clean up the references to the SDK on game exit. + +# DirectX®12 + +* Include the DirectX®12 header in your game: ffx_antilag2_dx12.h +* Declare a persistent `AMD::AntiLag2DX12::Context` object initialized with `= {}` or mem-zeroed. +* Call `AMD::AntiLag2DX12::Initialize(&context,pDevice)` passing the DX12 device into this function. If this function returns `S_OK`, then Anti-Lag 2 is present in your game. +* Call `AMD::AntiLag2DX12::Update(&context,true,0)` at the point just before the game polls for input. Specify true to enable Anti-Lag 2. False, to disable it. The second parameter is an optional framerate limiter. Specify zero to disable it. +* Call `AMD::AntiLag2DX12::DeInitialize(&context)` to clean up the references to the SDK on game exit. + +## FSR 3 Frame Generation Support +Anti-Lag 2 requires some special attention when FSR 3 frame generation is enabled. There are a couple of extra Anti-Lag 2 functions required to be called to let Anti-Lag 2 know whether the presented frames are interpolated or not. + +Until Anti-Lag 2 is supported in the public open-source release of FSR 3 (which is coming soon), developers are advised to reach out to their Developer Technology contacts at AMD. + +# Testing + +Drivers supporting Anti-Lag 2 include a built-in Radeon Anti-Lag 2 Latency Monitor: +* Use the Alt+Shift+L hotkey to cycle through the modes which can display the FPS and latency onscreen. +* The three values displayed (from top to bottom) are FPS (yellow), latency [milliseconds] (white) and latency [gpu frames] (green). The latter is most useful to make sure Anti-Lag 2 was integrated correctly. +* Normally, the latency values will be white and green - but they can also be dark grey or light gray. +* Dark grey color means that the Update() function is not being called, which would mean that there is a problem with Anti-Lag 2 integration. +* Light grey color means that the values have not self-calibrated yet - that should resolve itself within a second or two. If it doesn't, that probably means there is a problem with the integration. +* When holding down the Right Ctrl key, Anti-Lag 2 is bypassed. In this case the green number (latency in frames) indicates the native (pre-Anti-Lag 2) game latency. Usually it would be close to an integer number 3, 4 or 5. +* When Anti-Lag 2 is active, the green number (latency in frames) should be between 1.0 and 2.0, or perhaps slightly higher than 2.0. If it is higher than 3 - then there could be a problem with integration. +* Both white and green numbers should roughly match the numbers measured by FLM (see below) when VSync is not used. In DirectX®11 though, if the game is not running in fullscreen exclusive mode - there might be a one frame discrepancy (FLM values will be one frame higher). + +Another way to validate the SDK integration is to use the Frame Latency Meter (FLM) which can be downloaded, along with full source, here: https://github.com/GPUOpen-Tools/frame_latency_meter/releases. Full instructions on how to use this tool are included. + +# Support + +Hardware: +* RDNA™ 1-based products, including the AMD Radeon™ RX 5000 Series and newer. + +Driver: +* Adrenalin Edition™ 24.6.1 and onwards for DirectX®11 support. +* Adrenalin Edition™ 24.7.1 and onwards for DirectX®12 support. + +OS: +* Windows®10 +* Windows®11 + +# Strings + +Recommended UI text can be found here: https://gpuopen.com/fidelityfx-naming-guidelines/ + +

Open source

+ +AMD Anti-Lag 2 SDK is open source, and available under the MIT license. + +For more information on the license terms please refer to [license](LICENSE.txt). + +

Disclaimer

+ +The information contained herein is for informational purposes only, and is subject to change without notice. While every +precaution has been taken in the preparation of this document, it may contain technical inaccuracies, omissions and typographical +errors, and AMD is under no obligation to update or otherwise correct this information. Advanced Micro Devices, Inc. makes no +representations or warranties with respect to the accuracy or completeness of the contents of this document, and assumes no +liability of any kind, including the implied warranties of noninfringement, merchantability or fitness for particular purposes, with +respect to the operation or use of AMD hardware, software or other products described herein. No license, including implied or +arising by estoppel, to any intellectual property rights is granted by this document. Terms and limitations applicable to the purchase +or use of AMD's products are as set forth in a signed agreement between the parties or in AMD's Standard Terms and Conditions +of Sale. + +AMD, the AMD Arrow logo, Radeon, Ryzen, CrossFire, RDNA and combinations thereof are trademarks of Advanced Micro Devices, Inc. + +Other product names used in this publication are for identification purposes only and may be trademarks of their respective companies. + +DirectX is a registered trademark of Microsoft Corporation in the US and other jurisdictions. + +Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc. + +Microsoft is a registered trademark of Microsoft Corporation in the US and other jurisdictions. + +Windows is a registered trademark of Microsoft Corporation in the US and other jurisdictions. + +© 2023-2024 Advanced Micro Devices, Inc. All rights reserved. diff --git a/src/thirdparty/fidelityfx/ffx_antilag2_dx11.h b/src/thirdparty/fidelityfx/ffx_antilag2_dx11.h new file mode 100644 index 00000000..9c888d00 --- /dev/null +++ b/src/thirdparty/fidelityfx/ffx_antilag2_dx11.h @@ -0,0 +1,192 @@ +// This file is part of the Anti-Lag 2.0 SDK. +// +// Copyright (c) 2024 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. + +#pragma once + +namespace AMD { +namespace AntiLag2DX11 { + + struct Context; + + // Initialize function - call this once before the Update function. + // context - Declare a persistent Context variable in your game code. Ensure the contents are zero'ed, and pass the address in to initialize it. + // Be sure to use the *same* context object everywhere when calling the Anti-Lag 2.0 SDK functions. + // A return value of S_OK indicates that Anti-Lag 2.0 is available on the system. + HRESULT Initialize( Context* context ); + + // DeInitialize function - call this on game exit. + // context - address of the game's context object. + // The return value is the reference count of the internal API. It should be 0. + ULONG DeInitialize( Context* context ); + + // Update function - call this just before the input to the game is polled. + // context - address of the game's context object. + // enable - enables or disables Anti-Lag 2.0. + // maxFPS - sets a framerate limit. Zero will disable the limiter. + HRESULT Update( Context* context, bool enable, unsigned int maxFPS ); + + // + // End of public API section. + // Private implementation details below. + // + + // Forward declaration of the Anti-Lag 2.0 interface into the DX11 driver + class IAmdDxExtInterface + { + public: + virtual unsigned int AddRef() = 0; + virtual unsigned int Release() = 0; + + protected: + IAmdDxExtInterface() {} // Default constructor disabled + virtual ~IAmdDxExtInterface() = 0 {} + }; + + // Structure version 1 for Anti-Lag 2.0: + struct APIData_v1 + { + unsigned int uiSize; + unsigned int uiVersion; + unsigned int eMode; + const char* sControlStr; + unsigned int uiControlStrLength; + unsigned int maxFPS; + }; + static_assert(sizeof(APIData_v1) == 32, "Check structure packing compiler settings."); + + // Forward declaration of the Anti-Lag interface into the DX11 driver + struct IAmdDxExtAntiLagApi : public IAmdDxExtInterface + { + public: + virtual HRESULT UpdateAntiLagStateDx11( APIData_v1* pApiCallbackData ) = 0; + }; + + // Context structure for the SDK. Declare a persistent object of this type *once* in your game code. + // Ensure the contents are initialized to zero before calling Initialize() but do not modify these members directly after that. + struct Context + { + IAmdDxExtAntiLagApi* m_pAntiLagAPI = nullptr; + bool m_enabled = false; + unsigned int m_maxFPS = 0; + }; + + inline HRESULT Initialize( Context* context ) + { + HRESULT hr = E_INVALIDARG; + if ( context && context->m_pAntiLagAPI == nullptr ) + { + HMODULE hModule = GetModuleHandleA("amdxx64.dll"); // only 64 bit is supported + if ( hModule ) + { + typedef HRESULT(__cdecl* PFNAmdDxExtCreate11)(ID3D11Device* pDevice, IAmdDxExtInterface** ppAntiLagApi); + PFNAmdDxExtCreate11 AmdDxExtCreate11 = static_cast((VOID*)GetProcAddress(hModule, "AmdDxExtCreate11")); + if ( AmdDxExtCreate11 ) + { + *(__int64*)&context->m_pAntiLagAPI = 0xbf380ebc5ab4d0a6; // sets up the request identifier + hr = AmdDxExtCreate11( nullptr, (IAmdDxExtInterface**)&context->m_pAntiLagAPI ); + if ( hr == S_OK ) + { + APIData_v1 data = {}; + data.uiSize = sizeof(data); + data.uiVersion = 1; + data.eMode = 2; // Anti-Lag 2.0 is disabled during initialization + data.sControlStr = nullptr; + data.uiControlStrLength = 0; + data.maxFPS = 0; + + hr = context->m_pAntiLagAPI->UpdateAntiLagStateDx11( &data ); + } + + if ( hr != S_OK ) + { + DeInitialize( context ); + } + } + } + else + { + hr = E_HANDLE; + } + } + return hr; + } + + inline ULONG DeInitialize( Context* context ) + { + ULONG refCount = 0; + if ( context ) + { + if ( context->m_pAntiLagAPI ) + { + refCount = context->m_pAntiLagAPI->Release(); + context->m_pAntiLagAPI = nullptr; + } + context->m_enabled = false; + } + return refCount; + } + + inline HRESULT Update( Context* context, bool enabled, unsigned int maxFPS ) + { + // This function needs to be called once per frame, before the user input + // is sampled - or optionally also when the UI settings are modified. + if ( context && context->m_pAntiLagAPI ) + { + // Update the Anti-Lag 2.0 internal state only when necessary: + if ( context->m_enabled != enabled || context->m_maxFPS != maxFPS ) + { + context->m_enabled = enabled; + context->m_maxFPS = maxFPS; + + APIData_v1 data = {}; + data.uiSize = sizeof(data); + data.uiVersion = 1; + data.eMode = enabled ? 1 : 2; + data.maxFPS = maxFPS; + static const char params[] = "delag_next_osd_supported_in_dxxp = 1"; + data.sControlStr = params; + data.uiControlStrLength = _countof( params ) - 1; + + // Only call the function with non-null arguments when setting state. + // Make sure not to set the state every frame. + context->m_pAntiLagAPI->UpdateAntiLagStateDx11( &data ); + } + + // Call the function with a nullptr to insert the latency-reducing delay. + // (if the state has not been set to 'enabled' this call will have no effect) + HRESULT hr = context->m_pAntiLagAPI->UpdateAntiLagStateDx11( nullptr ); + if ( hr == S_OK || hr == S_FALSE ) + { + return S_OK; + } + else + { + return hr; + } + } + else + { + return E_NOINTERFACE; + } + } + +} // namespace AntiLag2DX11 +} // namespace AMD \ No newline at end of file