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