LuckyWorldV2/Plugins/FSR3-550/FSR3/Source/FFXFrameInterpolation/Private/FFXRHIBackendFIReconstructPreviousDepthPass.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 "FFXRHIBackendFIShaders.h"
#include "FFXRHIBackendSubPass.h"
#include "FFXRHIBackend.h"
#include "FFXRHIBackendFIShaders.h"
#include "ShaderParameterStruct.h"
#include "FFXFrameInterpolationApi.h"
class FFXRHIFIReconstructPrevDepthCS : public FFXFIGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FFXRHIFIReconstructPrevDepthCS);
SHADER_USE_PARAMETER_STRUCT(FFXRHIFIReconstructPrevDepthCS, FFXFIGlobalShader);
using FParameters = FFXFIGlobalShader::FParameters;
using FPermutationDomain = FFXFIGlobalShader::FPermutationDomain;
static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters)
{
FFXFIGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters);
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return FFXFIGlobalShader::ShouldCompilePermutation(Parameters);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FFXFIGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
static uint32 GetNumBoundSRVs()
{
return 4;
}
static uint32 GetNumBoundUAVs()
{
return 1;
}
static uint32 GetNumConstants()
{
return 1;
}
static uint32* GetBoundSRVs()
{
static uint32 SRVs[] = {
FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS,
FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_DILATED_DEPTH,
FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_CURRENT_INTERPOLATION_SOURCE,
FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_DISTORTION_FIELD,
};
return SRVs;
}
static const wchar_t** GetBoundSRVNames()
{
static const wchar_t* SRVs[] = {
L"r_dilated_motion_vectors",
L"r_dilated_depth",
L"r_current_interpolation_source",
L"r_input_distortion_field",
};
return SRVs;
}
static const wchar_t** GetBoundUAVNames()
{
static const wchar_t* SRVs[] = {
L"rw_reconstructed_depth_interpolated_frame",
};
return SRVs;
}
static const wchar_t** GetBoundCBNames()
{
static const wchar_t* SRVs[] = {
L"cbFI",
};
return SRVs;
}
static uint32* GetBoundUAVs()
{
static uint32 UAVs[] = {
FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_RECONSTRUCTED_DEPTH_INTERPOLATED_FRAME,
};
return UAVs;
}
static uint32* GetBoundCBs()
{
static uint32 CBs[] = {
FFX_FRAMEINTERPOLATION_CONSTANTBUFFER_IDENTIFIER,
};
return CBs;
}
static uint32 GetConstantSizeInDWords(uint32 Index)
{
static uint32 Sizes[] = { sizeof(FFXFrameInterpolationParameters) / sizeof(uint32) };
return Sizes[Index];
}
};
IMPLEMENT_GLOBAL_SHADER(FFXRHIFIReconstructPrevDepthCS, "/Plugin/FFX/Private/ffx_frameinterpolation_reconstruct_prev_depth_pass.usf", "CS", SF_Compute);
IFFXRHIBackendSubPass* GetFIReconstructPrevDepthPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
{
auto* Pipeline = new TFFXRHIBackendSubPass<FFXRHIFIReconstructPrevDepthCS>(TEXT("FidelityFX-FSR3/FI Reconstruct Prev Depth (CS)"), desc, outPipeline, bSupportHalf);
Pipeline->Permutation.template Set<FFXFI_DepthInverted>(desc->contextFlags & FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INVERTED);
Pipeline->Permutation.template Set<FFX_UseHalf>(bSupportHalf);
Pipeline->Permutation.template Set<FFX_PreferWave64>(bPreferWave64);
return Pipeline;
}