// 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 "HAL/Platform.h" #include "Misc/EngineVersionComparison.h" // Variant of UE_VERSION_NEWER_THAN that is true if the engine version is at or later than the specified, used to better handle version differences in the codebase. #define UE_VERSION_AT_LEAST(MajorVersion, MinorVersion, PatchVersion) \ UE_GREATER_SORT(ENGINE_MAJOR_VERSION, MajorVersion, UE_GREATER_SORT(ENGINE_MINOR_VERSION, MinorVersion, UE_GREATER_SORT(ENGINE_PATCH_VERSION, PatchVersion, true))) #if PLATFORM_WINDOWS #define FFX_ENABLE_DX12 1 #include "Windows/AllowWindowsPlatformTypes.h" #else #define FFX_ENABLE_DX12 0 #define FFX_GCC #endif THIRD_PARTY_INCLUDES_START #if UE_VERSION_AT_LEAST(5, 3, 0) #include #endif #include "ffx_api_types.h" #include "ffx_api.h" #include "FidelityFX/host/ffx_types.h" #if !defined(FFX_GCC) #undef FFX_API #define FFX_API __declspec(dllexport) #endif #include "FidelityFX/host/ffx_assert.h" #include "FidelityFX/host/ffx_error.h" #include "FidelityFX/host/ffx_interface.h" #include "FidelityFX/host/ffx_util.h" THIRD_PARTY_INCLUDES_END #if PLATFORM_WINDOWS #include "Windows/HideWindowsPlatformTypes.h" #else #undef FFX_GCC #endif #if defined(FFX_RENDER_TESTS) #include "IFFXRenderTest.h" #else #ifndef FFX_RENDER_TEST_CAPTURE_PASS_BEGIN #define FFX_RENDER_TEST_CAPTURE_PASS_BEGIN(Name, GraphBuilder, MinDiff) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_ADD #define FFX_RENDER_TEST_CAPTURE_PASS_ADD(TextureName, GraphBuilder, MinDiff) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_PARAM #define FFX_RENDER_TEST_CAPTURE_PASS_PARAM(TextureName, Texture, GraphBuilder, MinDiff) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_PARAMS #define FFX_RENDER_TEST_CAPTURE_PASS_PARAMS(TypeName, Parameters, GraphBuilder, MinDiff) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_END #define FFX_RENDER_TEST_CAPTURE_PASS_END(GraphBuilder) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_BEGIN_DX12 #define FFX_RENDER_TEST_CAPTURE_PASS_BEGIN_DX12(Name) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_ADD_DX12 #define FFX_RENDER_TEST_CAPTURE_PASS_ADD_DX12(Dev, List, Tex, State, Frames, Name) #endif #ifndef FFX_RENDER_TEST_CAPTURE_PASS_END_DX12 #define FFX_RENDER_TEST_CAPTURE_PASS_END_DX12 #endif #endif