// 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 "SceneViewExtension.h" #include "FFXShared.h" #if UE_VERSION_AT_LEAST(5, 1, 0) typedef FRDGBuilder FRenderGraphType; #else typedef FRHICommandListImmediate FRenderGraphType; #endif class FFXFSR3TEMPORALUPSCALING_API FFXFSR3ViewExtension final : public FSceneViewExtensionBase { public: FFXFSR3ViewExtension(const FAutoRegister& AutoRegister); // ISceneViewExtension interface void SetupViewFamily(FSceneViewFamily& InViewFamily) override; void SetupView(FSceneViewFamily& InViewFamily, FSceneView& InView) override {} void BeginRenderViewFamily(FSceneViewFamily& InViewFamily) override; #if UE_VERSION_AT_LEAST(5, 0, 0) void PreRenderViewFamily_RenderThread(FRenderGraphType& GraphBuilder, FSceneViewFamily& InViewFamily) override; void PreRenderView_RenderThread(FRenderGraphType& GraphBuilder, FSceneView& InView) override; void PostRenderViewFamily_RenderThread(FRenderGraphType& GraphBuilder, FSceneViewFamily& InViewFamily) override; #else void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) override; void PreRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) override; void PostRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) override; #endif void PrePostProcessPass_RenderThread(FRDGBuilder& GraphBuilder, const FSceneView& View, const FPostProcessingInputs& Inputs) override; private: int32 PreviousFSR3State; int32 PreviousFSR3StateRT; int32 CurrentFSR3StateRT; float MinAutomaticViewMipBiasMin; float MinAutomaticViewMipBiasOffset; int32 VertexDeformationOutputsVelocity; int32 VelocityEnableLandscapeGrass; int32 BasePassForceOutputsVelocity; int32 SeparateTranslucency; int32 SSRExperimentalDenoiser; bool bFSR3Supported; };