// 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" struct FFXBackendState; class FRDGBuilder; typedef struct FfxGpuJobDescription FfxGpuJobDescription; #if UE_VERSION_OLDER_THAN(5, 0, 0) using FVector3f = float[3]; typedef FVector2D FVector2f; using FVector4f = float[4]; typedef FIntPoint FUintVector2; #endif //------------------------------------------------------------------------------------- // Paramters for the optical flow pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXOpticalFlowParameters, ) SHADER_PARAMETER(FIntPoint, iInputLumaResolution) SHADER_PARAMETER(uint32, uOpticalFlowPyramidLevel) SHADER_PARAMETER(uint32, uOpticalFlowPyramidLevelCount) SHADER_PARAMETER(uint32, iFrameIndex) SHADER_PARAMETER(uint32, backbufferTransferFunction) SHADER_PARAMETER(FVector2f, minMaxLuminance) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Paramters for the optical flow pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXOpticalFlowSPDParameters, ) SHADER_PARAMETER(uint32, mips) SHADER_PARAMETER(uint32, numworkGroups) SHADER_PARAMETER(FUintVector2, workGroupOffset) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Common base class for the FFX shaders that handles the permutation support. //------------------------------------------------------------------------------------- class FFXOpticalFlowGlobalShader : public FFXGlobalShader { public: typedef TShaderPermutationDomain FPermutationDomain; FFXOpticalFlowGlobalShader() = default; FFXOpticalFlowGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FFXGlobalShader(Init) {} BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FFXOpticalFlowParameters, cbOF) SHADER_PARAMETER_STRUCT_REF(FFXOpticalFlowSPDParameters, cbOF_SPD) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_color) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_input) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_previous_input) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_previous) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_1) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_2) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_3) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_4) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_5) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_input_level_6) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_next_level) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_scd_histogram) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_scd_previous_histogram) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_scd_temp) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_scd_output) 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); };