49 lines
2.6 KiB
C
49 lines
2.6 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 "SceneViewExtension.h"
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#include "Misc/EngineVersionComparison.h"
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class FFXFrameInterpolation;
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//------------------------------------------------------------------------------------------------------
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// View extension that inserts frame interpolation.
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//------------------------------------------------------------------------------------------------------
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class FFXFrameInterpolationViewExtension final : public FSceneViewExtensionBase
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{
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FFXFrameInterpolation* FrameInterpolation;
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bool bFrameInterpolationSupported;
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public:
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FFXFrameInterpolationViewExtension(const FAutoRegister& AutoRegister, FFXFrameInterpolation* InFrameInterpolation);
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// ISceneViewExtension interface
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void SetupViewFamily(FSceneViewFamily& InViewFamily) final {}
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void SetupView(FSceneViewFamily& InViewFamily, FSceneView& InView) final {}
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void BeginRenderViewFamily(FSceneViewFamily& InViewFamily) final {}
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#if UE_VERSION_OLDER_THAN(5, 0, 0)
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void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) final {}
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void PreRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) final {}
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void PostRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) final {}
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#endif
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void PrePostProcessPass_RenderThread(FRDGBuilder& GraphBuilder, const FSceneView& View, const FPostProcessingInputs& Inputs) final;
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};
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