146 lines
4.9 KiB
C++
146 lines
4.9 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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#include "FFXRHIBackendFSRShaders.h"
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#include "FFXRHIBackendSubPass.h"
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#include "FFXRHIBackend.h"
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#include "ShaderParameterStruct.h"
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#include "ShaderCompilerCore.h"
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#if UE_VERSION_AT_LEAST(5, 2, 0)
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#include "DataDrivenShaderPlatformInfo.h"
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#else
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#include "RHIDefinitions.h"
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#endif
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#include "FFXFSR3.h"
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#include "ffx_fsr3upscaler_private.h"
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class FFXRHIShadingChangeCS : public FFXFSRGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FFXRHIShadingChangeCS);
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SHADER_USE_PARAMETER_STRUCT(FFXRHIShadingChangeCS, FFXFSRGlobalShader);
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using FParameters = FFXFSRGlobalShader::FParameters;
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static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters)
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{
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FFXFSRGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters);
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}
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using FPermutationDomain = FFXFSRGlobalShader::FPermutationDomain;
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return FFXFSRGlobalShader::ShouldCompilePermutation(Parameters);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FFXFSRGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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}
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static const wchar_t** GetBoundSRVNames()
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{
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static const wchar_t* SRVs[] = {
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L"r_spd_mips",
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};
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return SRVs;
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}
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static const wchar_t** GetBoundUAVNames()
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{
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static const wchar_t* UAVs[] = {
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L"rw_shading_change",
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};
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return UAVs;
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}
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static const wchar_t** GetBoundCBNames()
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{
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static const wchar_t* CBs[] = {
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L"cbFSR3Upscaler",
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};
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return CBs;
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}
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static uint32* GetBoundSRVs()
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{
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static uint32 SRVs[] = {
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FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS,
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};
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return SRVs;
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}
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static uint32 GetNumBoundSRVs()
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{
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return 1;
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}
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static uint32* GetBoundUAVs()
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{
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static uint32 UAVs[] = {
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FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE,
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};
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return UAVs;
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}
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static uint32 GetNumBoundUAVs()
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{
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return 1;
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}
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static uint32* GetBoundCBs()
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{
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static uint32 CBs[] = {
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FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER,
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};
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return CBs;
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}
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static uint32 GetNumConstants()
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{
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return 1;
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}
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static uint32 GetConstantSizeInDWords(uint32 Index)
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{
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static uint32 Sizes[] = { sizeof(FFXFSRPassParameters) / sizeof(uint32) };
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return Sizes[Index];
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FFXRHIShadingChangeCS, "/Plugin/FFX/Private/ffx_fsr3upscaler_shading_change_pass.usf", "CS", SF_Compute);
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IFFXRHIBackendSubPass* GetShadingChangePass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
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{
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auto* Pipeline = new TFFXRHIBackendSubPass<FFXRHIShadingChangeCS>(TEXT("FidelityFX-FSR3/ShadingChange (CS)"), desc, outPipeline, bSupportHalf);
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Pipeline->Permutation.template Set<FFX_IsHDR>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_HIGH_DYNAMIC_RANGE);
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Pipeline->Permutation.template Set<FFX_MVLowRes>(!(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS));
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Pipeline->Permutation.template Set<FFX_MVJittered>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION);
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Pipeline->Permutation.template Set<FFX_DepthInverted>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DEPTH_INVERTED);
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Pipeline->Permutation.template Set<FFX_DoSharpening>(pass == FFX_FSR3UPSCALER_PASS_ACCUMULATE_SHARPEN);
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Pipeline->Permutation.template Set<FFX_UseLanczosType>(permutationOptions & FSR3UPSCALER_SHADER_PERMUTATION_USE_LANCZOS_TYPE);
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Pipeline->Permutation.template Set<FFX_UseHalf>(bSupportHalf);
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Pipeline->Permutation.template Set<FFX_PreferWave64>(bPreferWave64);
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return Pipeline;
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}
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