// 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 "FFXRHIBackendFSRShaders.h" #include "FFXRHIBackendSubPass.h" #include "ShaderCompilerCore.h" #include "RHIStaticStates.h" #if UE_VERSION_AT_LEAST(5, 2, 0) #include "DataDrivenShaderPlatformInfo.h" #else #include "RHIDefinitions.h" #endif #include "FFXFSR3.h" extern IFFXRHIBackendSubPass* GetPrepareInputsPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetLumaPyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetShadingChangePass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetShadingChangePyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetPrepareReactivityPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetLumaInstabilityPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetAccumulatePass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetRCASPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetDebugViewPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); extern IFFXRHIBackendSubPass* GetAutogenReactiveMaskPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64); IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXFSRPassParameters, "cbFSR3Upscaler"); IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXLumaPyramidParameters, "cbSPD"); IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXRCASParameters, "cbRCAS"); IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXGenerateReactiveParameters, "cbGenerateReactive"); IFFXRHIBackendSubPass* GetFSRPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64) { IFFXRHIBackendSubPass* SubPass = nullptr; switch (pass) { case FFX_FSR3UPSCALER_PASS_PREPARE_INPUTS: SubPass = GetPrepareInputsPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_LUMA_PYRAMID: SubPass = GetLumaPyramidPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_SHADING_CHANGE_PYRAMID: SubPass = GetShadingChangePyramidPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_SHADING_CHANGE: SubPass = GetShadingChangePass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_PREPARE_REACTIVITY: SubPass = GetPrepareReactivityPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_LUMA_INSTABILITY: SubPass = GetLumaInstabilityPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_ACCUMULATE: case FFX_FSR3UPSCALER_PASS_ACCUMULATE_SHARPEN: SubPass = GetAccumulatePass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_RCAS: SubPass = GetRCASPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_DEBUG_VIEW: SubPass = GetAutogenReactiveMaskPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; case FFX_FSR3UPSCALER_PASS_GENERATE_REACTIVE: SubPass = GetAutogenReactiveMaskPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64); break; default: break; } return SubPass; } FFXRHIBackendRegisterEffect FFXRHIBackendRegisterEffect::sSelf; bool FFXFSRGlobalShader::ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { #if UE_VERSION_AT_LEAST(5, 1, 0) bool const bWaveOps = FDataDrivenShaderPlatformInfo::GetSupportsWaveOperations(Parameters.Platform) == ERHIFeatureSupport::RuntimeGuaranteed; #elif UE_VERSION_AT_LEAST(5, 0, 0) bool const bWaveOps = RHISupportsWaveOperations(Parameters.Platform); #else bool const bWaveOps = Parameters.Platform == SP_PCD3D_SM5; #endif return bWaveOps && FFXGlobalShader::ShouldCompilePermutation(Parameters); } void FFXFSRGlobalShader::ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FPermutationDomain PermutationVector(Parameters.PermutationId); bool bUseHalf = PermutationVector.Get(); bool bPreferWave64 = PermutationVector.Get(); if ((bUseHalf || bPreferWave64) && Parameters.Platform == SP_PCD3D_SM5) { OutEnvironment.CompilerFlags.Add(CFLAG_ForceDXC); } FFXGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment, bPreferWave64); OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF"), 0); OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_ACCUMULATE_SAMPLERS_USE_DATA_HALF"), 0); OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF"), 1); OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF"), 0); OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE"), 2); } void FFXFSRGlobalShader::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; } case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_SPD: { FFXLumaPyramidParameters Buffer; FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXLumaPyramidParameters)); Parameters->cbSPD = TUniformBufferRef::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw); break; } case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE: { FFXGenerateReactiveParameters Buffer; FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXGenerateReactiveParameters)); Parameters->cbGenerateReactive = 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_COLOR: Parameters->r_input_color_jittered = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY: Parameters->r_input_opaque_only = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS: Parameters->r_input_motion_vectors = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_DEPTH: Parameters->r_input_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; 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_FRAME_INFO: Parameters->r_frame_info = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK: Parameters->r_reactive_mask = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK: Parameters->r_transparency_and_composition_mask = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH: Parameters->r_reconstructed_previous_nearest_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS: Parameters->r_dilated_motion_vectors = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH: Parameters->r_dilated_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR: Parameters->r_internal_upscaled_color = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION: Parameters->r_accumulation = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY: Parameters->r_luma_history = 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; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LANCZOS_LUT: Parameters->r_lanczos_lut = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS: Parameters->r_spd_mips = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS: Parameters->r_dilated_reactive_masks = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS: Parameters->r_new_locks = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH: Parameters->r_farthest_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH_MIP1: Parameters->r_farthest_depth_mip1 = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE: Parameters->r_shading_change = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA: Parameters->r_current_luma = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREVIOUS_LUMA: Parameters->r_previous_luma = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex); break; case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_INSTABILITY: Parameters->r_luma_instability = 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_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH: { Parameters->rw_reconstructed_previous_nearest_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS: { Parameters->rw_dilated_motion_vectors = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH: { Parameters->rw_dilated_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR: { Parameters->rw_internal_upscaled_color = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION: { Parameters->rw_accumulation = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY: { Parameters->rw_luma_history = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } 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; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS: { Parameters->rw_dilated_reactive_masks = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FRAME_INFO: { Parameters->rw_frame_info = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT: { Parameters->rw_spd_global_atomic = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS: { Parameters->rw_new_locks = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOREACTIVE: { Parameters->rw_output_autoreactive = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE: { Parameters->rw_shading_change = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH: { Parameters->rw_farthest_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH_MIP1: { Parameters->rw_farthest_depth_mip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA: { Parameters->rw_current_luma = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_INSTABILITY: { Parameters->rw_luma_instability = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_0: { Parameters->rw_spd_mip0 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_1: { Parameters->rw_spd_mip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_2: { Parameters->rw_spd_mip2 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_3: { Parameters->rw_spd_mip3 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_4: { Parameters->rw_spd_mip4 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_5: { Parameters->rw_spd_mip5 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip)); break; } default: { break; } } } Parameters->s_LinearClamp = TStaticSamplerState::GetRHI(); Parameters->s_PointClamp = TStaticSamplerState::GetRHI(); }