LuckyWorldV2/Plugins/FSR3-550/FSR3/Source/FFXFSR3TemporalUpscaling/Private/FFXRHIBackendFSRShadingChangePyramidPass.cpp

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// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
//
// Copyright (c) 2023-2025 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.
#include "FFXRHIBackendFSRShaders.h"
#include "FFXRHIBackendSubPass.h"
#include "FFXRHIBackend.h"
#include "ShaderParameterStruct.h"
#include "ShaderCompilerCore.h"
#if UE_VERSION_AT_LEAST(5, 2, 0)
#include "DataDrivenShaderPlatformInfo.h"
#else
#include "RHIDefinitions.h"
#endif
#include "FFXFSR3.h"
#include "ffx_fsr3upscaler_private.h"
class FFXRHIShadingChangePyramidCS : public FFXFSRGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FFXRHIShadingChangePyramidCS);
SHADER_USE_PARAMETER_STRUCT(FFXRHIShadingChangePyramidCS, FFXFSRGlobalShader);
using FParameters = FFXFSRGlobalShader::FParameters;
static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters)
{
FFXFSRGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters);
}
using FPermutationDomain = FFXFSRGlobalShader::FPermutationDomain;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return FFXFSRGlobalShader::ShouldCompilePermutation(Parameters);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FFXFSRGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
static const wchar_t** GetBoundSRVNames()
{
static const wchar_t* SRVs[] = {
L"r_current_luma",
L"r_previous_luma",
L"r_dilated_motion_vectors",
L"r_input_exposure",
};
return SRVs;
}
static const wchar_t** GetBoundUAVNames()
{
static const wchar_t* UAVs[] = {
L"rw_spd_global_atomic",
L"rw_spd_mip0",
L"rw_spd_mip1",
L"rw_spd_mip2",
L"rw_spd_mip3",
L"rw_spd_mip4",
L"rw_spd_mip5",
};
return UAVs;
}
static const wchar_t** GetBoundCBNames()
{
static const wchar_t* CBs[] = {
L"cbFSR3Upscaler",
L"cbSPD",
};
return CBs;
}
static uint32* GetBoundSRVs()
{
static uint32 SRVs[] = {
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREVIOUS_LUMA,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE,
};
return SRVs;
}
static uint32 GetNumBoundSRVs()
{
return 4;
}
static uint32* GetBoundUAVs()
{
static uint32 UAVs[] = {
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_0,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_1,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_2,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_3,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_4,
FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_5,
};
return UAVs;
}
static uint32 GetNumBoundUAVs()
{
return 7;
}
static uint32* GetBoundCBs()
{
static uint32 CBs[] = {
FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER,
FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_SPD,
};
return CBs;
}
static uint32 GetNumConstants()
{
return 2;
}
static uint32 GetConstantSizeInDWords(uint32 Index)
{
static uint32 Sizes[] = { sizeof(FFXFSRPassParameters) / sizeof(uint32), sizeof(FFXLumaPyramidParameters) / sizeof(uint32) };
return Sizes[Index];
}
};
IMPLEMENT_GLOBAL_SHADER(FFXRHIShadingChangePyramidCS, "/Plugin/FFX/Private/ffx_fsr3upscaler_shading_change_pyramid_pass.usf", "CS", SF_Compute);
IFFXRHIBackendSubPass* GetShadingChangePyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
{
auto* Pipeline = new TFFXRHIBackendSubPass<FFXRHIShadingChangePyramidCS>(TEXT("FidelityFX-FSR3/ShadingChangePyramid (CS)"), desc, outPipeline, bSupportHalf);
Pipeline->Permutation.template Set<FFX_IsHDR>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_HIGH_DYNAMIC_RANGE);
Pipeline->Permutation.template Set<FFX_MVLowRes>(!(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS));
Pipeline->Permutation.template Set<FFX_MVJittered>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION);
Pipeline->Permutation.template Set<FFX_DepthInverted>(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DEPTH_INVERTED);
Pipeline->Permutation.template Set<FFX_DoSharpening>(pass == FFX_FSR3UPSCALER_PASS_ACCUMULATE_SHARPEN);
Pipeline->Permutation.template Set<FFX_UseLanczosType>(permutationOptions & FSR3UPSCALER_SHADER_PERMUTATION_USE_LANCZOS_TYPE);
Pipeline->Permutation.template Set<FFX_UseHalf>(bSupportHalf);
Pipeline->Permutation.template Set<FFX_PreferWave64>(bPreferWave64);
return Pipeline;
}