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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.
#pragma once
#include "FFXRHIBackendShaders.h"
struct FFXBackendState;
class FRDGBuilder;
typedef struct FfxGpuJobDescription FfxGpuJobDescription;
#if UE_VERSION_OLDER_THAN(5, 0, 0)
using FVector3f = float[3];
using FVector4f = float[4];
typedef FVector2D FVector2f;
typedef FIntPoint FUintVector2;
#endif
class FFXFI_DepthInverted : SHADER_PERMUTATION_BOOL("FFX_FRAMEINTERPOLATION_OPTION_INVERTED_DEPTH");
//-------------------------------------------------------------------------------------
// Paramters for the frame interpolation pass.
//-------------------------------------------------------------------------------------
BEGIN_UNIFORM_BUFFER_STRUCT(FFXFrameInterpolationParameters, )
SHADER_PARAMETER(FIntPoint, renderSize)
SHADER_PARAMETER(FIntPoint, displaySize)
SHADER_PARAMETER(FVector2f, displaySizeRcp)
SHADER_PARAMETER(float, cameraNear)
SHADER_PARAMETER(float, cameraFar)
SHADER_PARAMETER(FIntPoint, upscalerTargetSize)
SHADER_PARAMETER(int32, Mode)
SHADER_PARAMETER(int32, reset)
SHADER_PARAMETER(FVector4f, fDeviceToViewDepth)
SHADER_PARAMETER(float, deltaTime)
SHADER_PARAMETER(float, HUDLessAttachedFactor)
SHADER_PARAMETER(FIntPoint, distortionFieldSize)
SHADER_PARAMETER(FVector2f, opticalFlowScale)
SHADER_PARAMETER(int32, opticalFlowBlockSize)
SHADER_PARAMETER(uint32, dispatchFlags)
SHADER_PARAMETER(FIntPoint, maxRenderSize)
SHADER_PARAMETER(int32, opticalFlowHalfResMode)
SHADER_PARAMETER(int32, NumInstances)
SHADER_PARAMETER(FIntPoint, interpolationRectBase)
SHADER_PARAMETER(FIntPoint, interpolationRectSize)
SHADER_PARAMETER(FVector3f, debugBarColor)
SHADER_PARAMETER(uint32, backbufferTransferFunction)
SHADER_PARAMETER(FVector2f, minMaxLuminance)
SHADER_PARAMETER(float, fTanHalfFOV)
SHADER_PARAMETER(float, _pad1)
SHADER_PARAMETER(FVector2f, fJitter)
SHADER_PARAMETER(FVector2f, fMotionVectorScale)
END_UNIFORM_BUFFER_STRUCT()
//-------------------------------------------------------------------------------------
// Paramters for the Inpainting pyramid pass.
//-------------------------------------------------------------------------------------
BEGIN_UNIFORM_BUFFER_STRUCT(FFXInpaintingPyramidParameters, )
SHADER_PARAMETER(uint32, mips)
SHADER_PARAMETER(uint32, numWorkGroups)
SHADER_PARAMETER(FUintVector2, workGroupOffset)
END_UNIFORM_BUFFER_STRUCT()
//-------------------------------------------------------------------------------------
// Common base class for the FFX shaders that handles the permutation support.
//-------------------------------------------------------------------------------------
class FFXFIGlobalShader : public FFXGlobalShader
{
public:
typedef TShaderPermutationDomain<FFXFI_DepthInverted, FFX_UseHalf, FFX_PreferWave64> FPermutationDomain;
FFXFIGlobalShader() = default;
FFXFIGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FFXGlobalShader(Init) {}
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FFXFrameInterpolationParameters, cbFI)
SHADER_PARAMETER_STRUCT_REF(FFXInpaintingPyramidParameters, cbInpaintingPyramid)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_depth)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_motion_vectors)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_depth)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_motion_vectors)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_depth_previous_frame)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_depth_interpolated_frame)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_previous_interpolation_source)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_current_interpolation_source)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_disocclusion_mask)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_game_motion_vector_field_x)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_game_motion_vector_field_y)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_motion_vector_field_x)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_motion_vector_field_y)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_confidence)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_global_motion)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_scd)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_inpainting_mask)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_inpainting_pyramid)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_present_backbuffer)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_distortion_field)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint>, r_counters)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_depth)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_motion_vectors)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_depth_previous_frame)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_depth_interpolated_frame)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_output)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_disocclusion_mask)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_game_motion_vector_field_x)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_game_motion_vector_field_y)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_motion_vector_field_x)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_motion_vector_field_y)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer<uint>, rw_counters)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_mask)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid0)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid1)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid2)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid3)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid4)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid5)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid6)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid7)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid8)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid9)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid10)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid11)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid12)
SHADER_PARAMETER_SAMPLER(SamplerState, s_LinearClamp)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters);
};