141 lines
4.8 KiB
C++
141 lines
4.8 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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#include "FFXRHIBackendOpticalFlowShaders.h"
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#include "FFXRHIBackendSubPass.h"
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#include "FFXRHIBackend.h"
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#include "ShaderParameterStruct.h"
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#include "FFXOpticalFlowApi.h"
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class FFXRHIOpticalFlowComputeLumaPyramidCS : public FFXOpticalFlowGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FFXRHIOpticalFlowComputeLumaPyramidCS);
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SHADER_USE_PARAMETER_STRUCT(FFXRHIOpticalFlowComputeLumaPyramidCS, FFXOpticalFlowGlobalShader);
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using FParameters = FFXOpticalFlowGlobalShader::FParameters;
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static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters)
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{
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FFXOpticalFlowGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters);
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}
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using FPermutationDomain = FFXOpticalFlowGlobalShader::FPermutationDomain;
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return FFXOpticalFlowGlobalShader::ShouldCompilePermutation(Parameters);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FFXOpticalFlowGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("FFX_OPTICALFLOW_TEST_PARTICLE_SPEED"), 0);
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}
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static const wchar_t** GetBoundSRVNames()
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{
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return nullptr;
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}
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static const wchar_t** GetBoundUAVNames()
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{
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static const wchar_t* SRVs[] = {
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L"rw_optical_flow_input",
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L"rw_optical_flow_input_level_1",
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L"rw_optical_flow_input_level_2",
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L"rw_optical_flow_input_level_3",
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L"rw_optical_flow_input_level_4",
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L"rw_optical_flow_input_level_5",
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L"rw_optical_flow_input_level_6",
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};
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return SRVs;
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}
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static const wchar_t** GetBoundCBNames()
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{
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static const wchar_t* SRVs[] = {
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L"cbOF",
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L"cbOF_SPD",
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};
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return SRVs;
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}
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static uint32* GetBoundSRVs()
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{
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return nullptr;
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}
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static uint32 GetNumBoundSRVs()
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{
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return 0;
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}
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static uint32* GetBoundUAVs()
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{
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static uint32 UAVs[] = {
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_1,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_2,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_3,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_4,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_5,
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FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_6,
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};
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return UAVs;
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}
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static uint32 GetNumBoundUAVs()
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{
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return 7;
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}
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static uint32* GetBoundCBs()
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{
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static uint32 UAVs[] = {
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FFX_OPTICALFLOW_CONSTANTBUFFER_IDENTIFIER,
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FFX_OPTICALFLOW_CONSTANTBUFFER_IDENTIFIER_SPD,
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};
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return UAVs;
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}
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static uint32 GetNumConstants()
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{
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return 2;
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}
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static uint32 GetConstantSizeInDWords(uint32 Index)
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{
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static uint32 Sizes[] = { sizeof(FFXOpticalFlowParameters) / sizeof(uint32) };
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return Sizes[Index];
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FFXRHIOpticalFlowComputeLumaPyramidCS, "/Plugin/FFX/Private/ffx_opticalflow_compute_luminance_pyramid_pass.usf", "CS", SF_Compute);
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IFFXRHIBackendSubPass* GetOpticalFlowComputeLumaPyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
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{
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auto* Pipeline = new TFFXRHIBackendSubPass<FFXRHIOpticalFlowComputeLumaPyramidCS>(TEXT("FidelityFX-FSR3/OpticalFlow ComputeLumaPyramid (CS)"), desc, outPipeline, bSupportHalf);
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Pipeline->Permutation.template Set<FFX_UseHalf>(bSupportHalf);
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Pipeline->Permutation.template Set<FFX_PreferWave64>(bPreferWave64);
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return Pipeline;
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}
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