// 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" struct FFXBackendState; class FRDGBuilder; typedef struct FfxGpuJobDescription FfxGpuJobDescription; #if UE_VERSION_OLDER_THAN(5, 0, 0) using FVector3f = float[3]; using FVector4f = float[4]; typedef FVector2D FVector2f; typedef FIntPoint FUintVector2; #endif class FFXFI_DepthInverted : SHADER_PERMUTATION_BOOL("FFX_FRAMEINTERPOLATION_OPTION_INVERTED_DEPTH"); //------------------------------------------------------------------------------------- // Paramters for the frame interpolation pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXFrameInterpolationParameters, ) SHADER_PARAMETER(FIntPoint, renderSize) SHADER_PARAMETER(FIntPoint, displaySize) SHADER_PARAMETER(FVector2f, displaySizeRcp) SHADER_PARAMETER(float, cameraNear) SHADER_PARAMETER(float, cameraFar) SHADER_PARAMETER(FIntPoint, upscalerTargetSize) SHADER_PARAMETER(int32, Mode) SHADER_PARAMETER(int32, reset) SHADER_PARAMETER(FVector4f, fDeviceToViewDepth) SHADER_PARAMETER(float, deltaTime) SHADER_PARAMETER(float, HUDLessAttachedFactor) SHADER_PARAMETER(FIntPoint, distortionFieldSize) SHADER_PARAMETER(FVector2f, opticalFlowScale) SHADER_PARAMETER(int32, opticalFlowBlockSize) SHADER_PARAMETER(uint32, dispatchFlags) SHADER_PARAMETER(FIntPoint, maxRenderSize) SHADER_PARAMETER(int32, opticalFlowHalfResMode) SHADER_PARAMETER(int32, NumInstances) SHADER_PARAMETER(FIntPoint, interpolationRectBase) SHADER_PARAMETER(FIntPoint, interpolationRectSize) SHADER_PARAMETER(FVector3f, debugBarColor) SHADER_PARAMETER(uint32, backbufferTransferFunction) SHADER_PARAMETER(FVector2f, minMaxLuminance) SHADER_PARAMETER(float, fTanHalfFOV) SHADER_PARAMETER(float, _pad1) SHADER_PARAMETER(FVector2f, fJitter) SHADER_PARAMETER(FVector2f, fMotionVectorScale) END_UNIFORM_BUFFER_STRUCT() //------------------------------------------------------------------------------------- // Paramters for the Inpainting pyramid pass. //------------------------------------------------------------------------------------- BEGIN_UNIFORM_BUFFER_STRUCT(FFXInpaintingPyramidParameters, ) 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 FFXFIGlobalShader : public FFXGlobalShader { public: typedef TShaderPermutationDomain FPermutationDomain; FFXFIGlobalShader() = default; FFXFIGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FFXGlobalShader(Init) {} BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FFXFrameInterpolationParameters, cbFI) SHADER_PARAMETER_STRUCT_REF(FFXInpaintingPyramidParameters, cbInpaintingPyramid) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_depth) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_depth_previous_frame) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_depth_interpolated_frame) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_previous_interpolation_source) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_current_interpolation_source) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_disocclusion_mask) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_game_motion_vector_field_x) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_game_motion_vector_field_y) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_motion_vector_field_x) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_motion_vector_field_y) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_confidence) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_global_motion) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_optical_flow_scd) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_output) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_inpainting_mask) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_inpainting_pyramid) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_present_backbuffer) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_distortion_field) SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer, r_counters) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_depth) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_motion_vectors) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_depth_previous_frame) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_depth_interpolated_frame) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_output) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_disocclusion_mask) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_game_motion_vector_field_x) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_game_motion_vector_field_y) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_motion_vector_field_x) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_optical_flow_motion_vector_field_y) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, rw_counters) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_mask) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid0) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid1) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid2) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid3) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid4) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid5) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid6) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid7) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid8) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid9) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid10) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid11) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_inpainting_pyramid12) SHADER_PARAMETER_SAMPLER(SamplerState, s_LinearClamp) 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); };