// 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. #include "FFXRHIBackendShaders.h" #include "FFXRHIBackendSubPass.h" #include "FFXRHIBackend.h" #include "FFXRHIBackendFIShaders.h" #include "ShaderParameterStruct.h" #include "FFXFrameInterpolationApi.h" class FFXRHIFIOpticalFlowVectorFieldCS : public FFXFIGlobalShader { public: DECLARE_GLOBAL_SHADER(FFXRHIFIOpticalFlowVectorFieldCS); SHADER_USE_PARAMETER_STRUCT(FFXRHIFIOpticalFlowVectorFieldCS, FFXFIGlobalShader); using FParameters = FFXFIGlobalShader::FParameters; using FPermutationDomain = FFXFIGlobalShader::FPermutationDomain; static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters) { FFXFIGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters); } static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return FFXFIGlobalShader::ShouldCompilePermutation(Parameters); } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FFXFIGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); } static uint32 GetNumBoundSRVs() { return 5; } static uint32 GetNumBoundUAVs() { return 2; } static uint32 GetNumConstants() { return 1; } static uint32* GetBoundSRVs() { static uint32 SRVs[] = { FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_OPTICAL_FLOW_VECTOR, FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_OPTICAL_FLOW_CONFIDENCE, FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_DILATED_DEPTH, FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_PREVIOUS_INTERPOLATION_SOURCE, FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_CURRENT_INTERPOLATION_SOURCE, }; return SRVs; } static const wchar_t** GetBoundSRVNames() { static const wchar_t* SRVs[] = { L"r_optical_flow", L"r_optical_flow_confidence", L"r_dilated_depth", L"r_previous_interpolation_source", L"r_current_interpolation_source", }; return SRVs; } static const wchar_t** GetBoundUAVNames() { static const wchar_t* SRVs[] = { L"rw_optical_flow_motion_vector_field_x", L"rw_optical_flow_motion_vector_field_y", }; return SRVs; } static const wchar_t** GetBoundCBNames() { static const wchar_t* SRVs[] = { L"cbFI", }; return SRVs; } static uint32* GetBoundUAVs() { static uint32 UAVs[] = { FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_OPTICAL_FLOW_MOTION_VECTOR_FIELD_X, FFX_FRAMEINTERPOLATION_RESOURCE_IDENTIFIER_OPTICAL_FLOW_MOTION_VECTOR_FIELD_Y, }; return UAVs; } static uint32* GetBoundCBs() { static uint32 CBs[] = { FFX_FRAMEINTERPOLATION_CONSTANTBUFFER_IDENTIFIER, }; return CBs; } static uint32 GetConstantSizeInDWords(uint32 Index) { static uint32 Sizes[] = { sizeof(FFXFrameInterpolationParameters) / sizeof(uint32) }; return Sizes[Index]; } }; IMPLEMENT_GLOBAL_SHADER(FFXRHIFIOpticalFlowVectorFieldCS, "/Plugin/FFX/Private/ffx_frameinterpolation_optical_flow_vector_field.usf", "CS", SF_Compute); IFFXRHIBackendSubPass* GetFIOpticalFlowVectorFieldPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64) { auto* Pipeline = new TFFXRHIBackendSubPass(TEXT("FidelityFX-FSR3/FI OpticalFlow Vector Field (CS)"), desc, outPipeline, bSupportHalf); Pipeline->Permutation.template Set(desc->contextFlags & FFX_FRAMEINTERPOLATION_ENABLE_DEPTH_INVERTED); Pipeline->Permutation.template Set(bSupportHalf); Pipeline->Permutation.template Set(bPreferWave64); return Pipeline; }