98 lines
4.1 KiB
C
98 lines
4.1 KiB
C
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// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
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//
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// Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "Engine/Engine.h"
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#include "SceneViewExtension.h"
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#include "IFFXFrameInterpolation.h"
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//-------------------------------------------------------------------------------------
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// Forward declarations.
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//-------------------------------------------------------------------------------------
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class FRDGBuilder;
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class SWindow;
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class FViewport;
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class FFXFrameInterpolationViewExtension;
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class FFXFrameInterpolationCustomPresent;
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struct FfxFrameInterpolationContext;
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//-------------------------------------------------------------------------------------
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// Class that actually implements frame interpolation.
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//-------------------------------------------------------------------------------------
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class FFXFrameInterpolation : public IFFXFrameInterpolation
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{
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public:
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FFXFrameInterpolation();
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virtual ~FFXFrameInterpolation();
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void OnPostEngineInit();
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void OnViewportCreatedHandler_SetCustomPresent();
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void OnBeginDrawHandler();
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void SetupView(const FSceneView& View, const FPostProcessingInputs& Inputs);
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void InterpolateFrame(FRDGBuilder& GraphBuilder);
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void OnSlateWindowRendered(SWindow& SlateWindow, void* ViewportRHIPtr);
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#if UE_VERSION_AT_LEAST(5, 5, 0)
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void OnBackBufferReadyToPresentCallback(class SWindow& SlateWindow, const FTextureRHIRef& BackBuffer);
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#else
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void OnBackBufferReadyToPresentCallback(class SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer);
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#endif
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IFFXFrameInterpolationCustomPresent* CreateCustomPresent(IFFXSharedBackend* Backend, uint32_t Flags, FIntPoint RenderSize, FIntPoint DisplaySize, FfxSwapchain RawSwapChain, FfxCommandQueue Queue, FfxApiSurfaceFormat Format, EFFXBackendAPI Api) final;
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bool GetAverageFrameTimes(float& AvgTimeMs, float& AvgFPS) final;
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private:
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struct FFXFrameInterpolationView
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{
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FRDGTextureRef ViewFamilyTexture;
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FRDGTextureRef SceneDepth;
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FRDGTextureRef SceneVelocity;
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FIntRect ViewRect;
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FIntPoint InputExtentsQuantized;
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FIntPoint OutputExtents;
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FVector2D TemporalJitterPixels;
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float CameraNear;
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float CameraFOV;
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float GameTimeMs;
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bool bReset;
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bool bEnabled;
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};
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void CalculateFPSTimings();
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bool InterpolateView(FRDGBuilder& GraphBuilder, FFXFrameInterpolationCustomPresent* Presenter, const FSceneView* View, FFXFrameInterpolationView const& ViewDesc, FRDGTextureRef FinalBuffer, FRDGTextureRef InterpolatedRDG, FRDGTextureRef BackBufferRDG, uint32 Index);
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TMap<const FSceneView*, FFXFrameInterpolationView> Views;
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TSharedPtr<FFXFrameInterpolationViewExtension, ESPMode::ThreadSafe> ViewExtension;
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TRefCountPtr<IPooledRenderTarget> BackBufferRT;
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TRefCountPtr<IPooledRenderTarget> InterpolatedRT;
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TRefCountPtr<IPooledRenderTarget> AsyncBufferRT[2];
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TMap<FfxSwapchain, FFXFrameInterpolationCustomPresent*> SwapChains;
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TMap<SWindow*, FRHIViewport*> Windows;
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float GameDeltaTime;
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double LastTime;
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float AverageTime;
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float AverageFPS;
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uint64 InterpolationCount;
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uint64 PresentCount;
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uint32 Index;
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uint32 ResetState;
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bool bInterpolatedFrame;
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};
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