// 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 "FFXRHIBackendOpticalFlowShaders.h" #include "FFXRHIBackendSubPass.h" #include "FFXRHIBackend.h" #include "ShaderParameterStruct.h" #include "FFXOpticalFlowApi.h" class FFXRHIOpticalFlowComputeLumaPyramidCS : public FFXOpticalFlowGlobalShader { public: DECLARE_GLOBAL_SHADER(FFXRHIOpticalFlowComputeLumaPyramidCS); SHADER_USE_PARAMETER_STRUCT(FFXRHIOpticalFlowComputeLumaPyramidCS, FFXOpticalFlowGlobalShader); using FParameters = FFXOpticalFlowGlobalShader::FParameters; static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters) { FFXOpticalFlowGlobalShader::BindParameters(GraphBuilder, Context, job, Parameters); } using FPermutationDomain = FFXOpticalFlowGlobalShader::FPermutationDomain; static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return FFXOpticalFlowGlobalShader::ShouldCompilePermutation(Parameters); } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FFXOpticalFlowGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("FFX_OPTICALFLOW_TEST_PARTICLE_SPEED"), 0); } static const wchar_t** GetBoundSRVNames() { return nullptr; } static const wchar_t** GetBoundUAVNames() { static const wchar_t* SRVs[] = { L"rw_optical_flow_input", L"rw_optical_flow_input_level_1", L"rw_optical_flow_input_level_2", L"rw_optical_flow_input_level_3", L"rw_optical_flow_input_level_4", L"rw_optical_flow_input_level_5", L"rw_optical_flow_input_level_6", }; return SRVs; } static const wchar_t** GetBoundCBNames() { static const wchar_t* SRVs[] = { L"cbOF", L"cbOF_SPD", }; return SRVs; } static uint32* GetBoundSRVs() { return nullptr; } static uint32 GetNumBoundSRVs() { return 0; } static uint32* GetBoundUAVs() { static uint32 UAVs[] = { FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_1, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_2, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_3, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_4, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_5, FFX_OF_RESOURCE_IDENTIFIER_OPTICAL_FLOW_INPUT_1_LEVEL_6, }; return UAVs; } static uint32 GetNumBoundUAVs() { return 7; } static uint32* GetBoundCBs() { static uint32 UAVs[] = { FFX_OPTICALFLOW_CONSTANTBUFFER_IDENTIFIER, FFX_OPTICALFLOW_CONSTANTBUFFER_IDENTIFIER_SPD, }; return UAVs; } static uint32 GetNumConstants() { return 2; } static uint32 GetConstantSizeInDWords(uint32 Index) { static uint32 Sizes[] = { sizeof(FFXOpticalFlowParameters) / sizeof(uint32) }; return Sizes[Index]; } }; IMPLEMENT_GLOBAL_SHADER(FFXRHIOpticalFlowComputeLumaPyramidCS, "/Plugin/FFX/Private/ffx_opticalflow_compute_luminance_pyramid_pass.usf", "CS", SF_Compute); IFFXRHIBackendSubPass* GetOpticalFlowComputeLumaPyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64) { auto* Pipeline = new TFFXRHIBackendSubPass(TEXT("FidelityFX-FSR3/OpticalFlow ComputeLumaPyramid (CS)"), desc, outPipeline, bSupportHalf); Pipeline->Permutation.template Set(bSupportHalf); Pipeline->Permutation.template Set(bPreferWave64); return Pipeline; }