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ffx_api_loader.h
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62 lines (57 loc) · 2.91 KB
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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2026 Advanced Micro Devices, Inc.
//
// 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 "ffx_api.h"
typedef struct ffxFunctions {
PfnFfxCreateContext CreateContext;
PfnFfxDestroyContext DestroyContext;
PfnFfxConfigure Configure;
PfnFfxQuery Query;
PfnFfxDispatch Dispatch;
} ffxFunctions;
// _GAMING_XBOX defined by GDK tools build
// _WINDOWS defined by MSBuild x64 windows configurations
// PLATFORM_WINDOWS defined for Unreal Engine build processes
#if defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif //WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif // defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
#if defined(_GAMING_XBOX) || defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
#include <libloaderapi.h>
#else
#pragma error "Unsupported ffx API platform"
#endif // #if defined(_GAMING_XBOX) || defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
static inline void ffxLoadFunctions(ffxFunctions* pOutFunctions, void* module)
{
// _GAMING_XBOX defined by GDK tools build
// _WINDOWS defined by MSBuild x64 windows configurations
// PLATFORM_WINDOWS defined for Unreal Engine build processes
#if defined(_GAMING_XBOX) || defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
pOutFunctions->CreateContext = (PfnFfxCreateContext)GetProcAddress((HMODULE)module, "ffxCreateContext");
pOutFunctions->DestroyContext = (PfnFfxDestroyContext)GetProcAddress((HMODULE)module, "ffxDestroyContext");
pOutFunctions->Configure = (PfnFfxConfigure)GetProcAddress((HMODULE)module, "ffxConfigure");
pOutFunctions->Query = (PfnFfxQuery)GetProcAddress((HMODULE)module, "ffxQuery");
pOutFunctions->Dispatch = (PfnFfxDispatch)GetProcAddress((HMODULE)module, "ffxDispatch");
#endif // #if defined(_GAMING_XBOX) || defined(_WINDOWS) || defined(PLATFORM_WINDOWS)
}