// 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 "Engine/Engine.h" #include "SceneViewExtension.h" #include "IFFXFrameInterpolation.h" //------------------------------------------------------------------------------------- // Forward declarations. //------------------------------------------------------------------------------------- class FRDGBuilder; class SWindow; class FViewport; class FFXFrameInterpolationViewExtension; class FFXFrameInterpolationCustomPresent; struct FfxFrameInterpolationContext; //------------------------------------------------------------------------------------- // Class that actually implements frame interpolation. //------------------------------------------------------------------------------------- class FFXFrameInterpolation : public IFFXFrameInterpolation { public: FFXFrameInterpolation(); virtual ~FFXFrameInterpolation(); void OnPostEngineInit(); void OnViewportCreatedHandler_SetCustomPresent(); void OnBeginDrawHandler(); void SetupView(const FSceneView& View, const FPostProcessingInputs& Inputs); void InterpolateFrame(FRDGBuilder& GraphBuilder); void OnSlateWindowRendered(SWindow& SlateWindow, void* ViewportRHIPtr); #if UE_VERSION_AT_LEAST(5, 5, 0) void OnBackBufferReadyToPresentCallback(class SWindow& SlateWindow, const FTextureRHIRef& BackBuffer); #else void OnBackBufferReadyToPresentCallback(class SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer); #endif IFFXFrameInterpolationCustomPresent* CreateCustomPresent(IFFXSharedBackend* Backend, uint32_t Flags, FIntPoint RenderSize, FIntPoint DisplaySize, FfxSwapchain RawSwapChain, FfxCommandQueue Queue, FfxApiSurfaceFormat Format, EFFXBackendAPI Api) final; bool GetAverageFrameTimes(float& AvgTimeMs, float& AvgFPS) final; private: struct FFXFrameInterpolationView { FRDGTextureRef ViewFamilyTexture; FRDGTextureRef SceneDepth; FRDGTextureRef SceneVelocity; FIntRect ViewRect; FIntPoint InputExtentsQuantized; FIntPoint OutputExtents; FVector2D TemporalJitterPixels; float CameraNear; float CameraFOV; float GameTimeMs; bool bReset; bool bEnabled; }; void CalculateFPSTimings(); bool InterpolateView(FRDGBuilder& GraphBuilder, FFXFrameInterpolationCustomPresent* Presenter, const FSceneView* View, FFXFrameInterpolationView const& ViewDesc, FRDGTextureRef FinalBuffer, FRDGTextureRef InterpolatedRDG, FRDGTextureRef BackBufferRDG, uint32 Index); TMap Views; TSharedPtr ViewExtension; TRefCountPtr BackBufferRT; TRefCountPtr InterpolatedRT; TRefCountPtr AsyncBufferRT[2]; TMap SwapChains; TMap Windows; float GameDeltaTime; double LastTime; float AverageTime; float AverageFPS; uint64 InterpolationCount; uint64 PresentCount; uint32 Index; uint32 ResetState; bool bInterpolatedFrame; };