// 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 "FFXRHIBackend.h" #include "GlobalShader.h" //------------------------------------------------------------------------------------- // Permutation variables for FFX shaders. //------------------------------------------------------------------------------------- class FFX_UseHalf : SHADER_PERMUTATION_BOOL("FFX_HALF"); class FFX_PreferWave64 : SHADER_PERMUTATION_BOOL("_FFX_PREFER_WAVE64_"); //------------------------------------------------------------------------------------- // Common base class for the FFX shaders that handles the permutation support. //------------------------------------------------------------------------------------- class FFXRHIBACKEND_API FFXGlobalShader : public FGlobalShader { public: FFXGlobalShader() = default; FFXGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FGlobalShader(Init) {} static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters); static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment, bool bPreferWave64); };