// 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 "FFXRHIBackendShaders.h" #include "ShaderParameterStruct.h" #if UE_VERSION_OLDER_THAN(5, 0, 0) using FVector3f = float[3]; typedef FVector2D FVector2f; using FVector4f = float[4]; typedef FIntPoint FUintVector2; #endif struct FFXBackendState; class FRDGBuilder; typedef struct FfxGpuJobDescription FfxGpuJobDescription; //------------------------------------------------------------------------------------- // Permutation variables for FSR3 shaders. //------------------------------------------------------------------------------------- class FFX_IsHDR : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT"); class FFX_MVLowRes : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS"); class FFX_MVJittered : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS"); class FFX_DepthInverted : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH"); class FFX_DoSharpening : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING"); class FFX_UseLanczosType : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE"); //------------------------------------------------------------------------------------- // Common uniform buffer structure for the FSR pass parameters. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXFSRPassParameters, ) SHADER_PARAMETER(FIntPoint, iRenderSize) SHADER_PARAMETER(FIntPoint, iPrevRenderSize) SHADER_PARAMETER(FIntPoint, iMaxRenderSize) SHADER_PARAMETER(FIntPoint, iUpscaleSize) SHADER_PARAMETER(FIntPoint, iMaxUpscaleSize) SHADER_PARAMETER(FIntPoint, pad) SHADER_PARAMETER(FVector4f, fDeviceToViewDepth) SHADER_PARAMETER(FVector2f, fJitter) SHADER_PARAMETER(FVector2f, fPrevJitter) SHADER_PARAMETER(FVector2f, fMotionVectorScale) SHADER_PARAMETER(FVector2f, fDownscaleFactor) SHADER_PARAMETER(FVector2f, fMotionVectorJitterCancellation) SHADER_PARAMETER(float, fTanHalfFOV) SHADER_PARAMETER(float, fJitterPhaseCount) SHADER_PARAMETER(float, fDeltaTime) SHADER_PARAMETER(float, fDeltaPreExposure) SHADER_PARAMETER(float, fViewSpaceToMetersFactor) SHADER_PARAMETER(float, fFrameIndex) SHADER_PARAMETER(float, fVelocityFactor) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Parameters for the compute luminance pyramid pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXLumaPyramidParameters, ) SHADER_PARAMETER(uint32, mips) SHADER_PARAMETER(uint32, numWorkGroups) SHADER_PARAMETER(FUintVector2, workGroupOffset) SHADER_PARAMETER(FUintVector2, renderSize) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Paramters for the sharpening pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXRCASParameters, ) SHADER_PARAMETER(FUintVector4, rcasConfig) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Paramters for the TCR Autogenerate pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXGenerateReactiveParameters, ) SHADER_PARAMETER(float, scale) SHADER_PARAMETER(float, threshold) SHADER_PARAMETER(float, binaryValue) SHADER_PARAMETER(uint32, flags) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Common base class for the FFX shaders that handles the permutation support. //------------------------------------------------------------------------------------- class FFXFSRGlobalShader : public FFXGlobalShader { public: typedef TShaderPermutationDomain FPermutationDomain; FFXFSRGlobalShader() = default; FFXFSRGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FFXGlobalShader(Init) {} BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FFXFSRPassParameters, cbFSR3Upscaler) SHADER_PARAMETER_STRUCT_REF(FFXRCASParameters, cbRCAS) SHADER_PARAMETER_STRUCT_REF(FFXLumaPyramidParameters, cbSPD) SHADER_PARAMETER_STRUCT_REF(FFXGenerateReactiveParameters, cbGenerateReactive) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_color_jittered) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_opaque_only) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_exposure) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_frame_info) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reactive_mask) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_transparency_and_composition_mask) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_previous_nearest_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_internal_upscaled_color) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_accumulation) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_luma_history) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_rcas_input) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_lanczos_lut) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_spd_mips) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_reactive_masks) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_new_locks) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_farthest_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_farthest_depth_mip1) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_shading_change) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_current_luma) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_previous_luma) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_luma_instability) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_previous_nearest_depth) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_depth) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_internal_upscaled_color) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_accumulation) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_luma_history) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_upscaled_output) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_reactive_masks) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_frame_info) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_global_atomic) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_new_locks) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_output_autoreactive) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_shading_change) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_farthest_depth) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_farthest_depth_mip1) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_current_luma) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_luma_instability) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip0) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip1) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip2) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip3) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip4) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip5) SHADER_PARAMETER_SAMPLER(SamplerState, s_LinearClamp) SHADER_PARAMETER_SAMPLER(SamplerState, s_PointClamp) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters); static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment); static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters); };