// 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 "FFXRHIBackendFSRShaders.h" #include "FFXRHIBackendSubPass.h" #include "FFXRHIBackend.h" #include "ShaderParameterStruct.h" #include "FFXFSR3.h" #include "ffx_fsr3upscaler_private.h" class FFXRHIRCASCS : public FFXFSRGlobalShader { public: DECLARE_GLOBAL_SHADER(FFXRHIRCASCS); SHADER_USE_PARAMETER_STRUCT(FFXRHIRCASCS, FFXFSRGlobalShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FFXFSRPassParameters, cbFSR3Upscaler) SHADER_PARAMETER_STRUCT_REF(FFXRCASParameters, cbRCAS) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_exposure) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_rcas_input) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_upscaled_output) END_SHADER_PARAMETER_STRUCT() using FPermutationDomain = FFXFSRGlobalShader::FPermutationDomain; static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return FFXFSRGlobalShader::ShouldCompilePermutation(Parameters); } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FFXFSRGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SAMPLE_EASU"), 0); OutEnvironment.SetDefine(TEXT("SAMPLE_RCAS"), 1); OutEnvironment.SetDefine(TEXT("WIDTH"), 64); OutEnvironment.SetDefine(TEXT("HEIGHT"), 1); OutEnvironment.SetDefine(TEXT("DEPTH"), 1); } static const wchar_t** GetBoundSRVNames() { static const wchar_t* SRVs[] = { L"r_input_exposure", L"r_rcas_input", }; return SRVs; } static const wchar_t** GetBoundUAVNames() { static const wchar_t* SRVs[] = { L"rw_upscaled_output", }; return SRVs; } static const wchar_t** GetBoundCBNames() { static const wchar_t* SRVs[] = { L"cbFSR3Upscaler", L"cbRCAS", }; return SRVs; } static uint32* GetBoundSRVs() { static uint32 SRVs[] = { FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE, FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RCAS_INPUT, }; return SRVs; } static uint32 GetNumBoundSRVs() { return 2; } static uint32* GetBoundUAVs() { static uint32 UAVs[] = { FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT, }; return UAVs; } static uint32 GetNumBoundUAVs() { return 1; } static uint32* GetBoundCBs() { static uint32 CBs[] = { FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER, FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_RCAS, }; return CBs; } static uint32 GetNumConstants() { return 2; } static uint32 GetConstantSizeInDWords(uint32 Index) { static uint32 Sizes[] = { sizeof(FFXFSRPassParameters) / sizeof(uint32), sizeof(FFXRCASParameters) / sizeof(uint32) }; return Sizes[Index]; } static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters) { for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.constCount; i++) { switch (job->computeJobDescriptor.pipeline.constantBufferBindings[i].resourceIdentifier) { case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER: { FFXFSRPassParameters Buffer; FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXFSRPassParameters)); Parameters->cbFSR3Upscaler = TUniformBufferRef::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw); break; } case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_RCAS: { FFXRCASParameters Buffer; FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXRCASParameters)); Parameters->cbRCAS = TUniformBufferRef::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw); break; } default: { break; } } } for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.srvTextureCount; i++) { switch (job->computeJobDescriptor.pipeline.srvTextureBindings[i].resourceIdentifier) { case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE: Parameters->r_input_exposure = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RCAS_INPUT: Parameters->r_rcas_input = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; default: { break; } } } for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.uavTextureCount; i++) { switch (job->computeJobDescriptor.pipeline.uavTextureBindings[i].resourceIdentifier) { case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT: { Parameters->rw_upscaled_output = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } default: { break; } } } } }; IMPLEMENT_GLOBAL_SHADER(FFXRHIRCASCS, "/Plugin/FFX/Private/ffx_fsr3upscaler_rcas_pass.usf", "CS", SF_Compute); IFFXRHIBackendSubPass* GetRCASPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64) { auto* Pipeline = new TFFXRHIBackendSubPass(TEXT("FidelityFX-FSR3/RCAS (CS)"), desc, outPipeline, bSupportHalf); Pipeline->Permutation.template Set(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_HIGH_DYNAMIC_RANGE); Pipeline->Permutation.template Set(!(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DISPLAY_RESOLUTION_MOTION_VECTORS)); Pipeline->Permutation.template Set(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_MOTION_VECTORS_JITTER_CANCELLATION); Pipeline->Permutation.template Set(desc->contextFlags & FFX_FSR3UPSCALER_ENABLE_DEPTH_INVERTED); Pipeline->Permutation.template Set(pass == FFX_FSR3UPSCALER_PASS_ACCUMULATE_SHARPEN); Pipeline->Permutation.template Set(permutationOptions & FSR3UPSCALER_SHADER_PERMUTATION_USE_LANCZOS_TYPE); Pipeline->Permutation.template Set(false); Pipeline->Permutation.template Set(bPreferWave64); return Pipeline; }