133 lines
5.8 KiB
C++
133 lines
5.8 KiB
C++
// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
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//
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// Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "FFXRHIBackend.h"
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#include "RHIResources.h"
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#include "RendererInterface.h"
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#include "RenderGraphDefinitions.h"
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#include "RenderGraphBuilder.h"
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#include "RenderGraphUtils.h"
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#include "GlobalShader.h"
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//-------------------------------------------------------------------------------------
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// Each FFX subpass implements this common interface to hide the internal details
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//-------------------------------------------------------------------------------------
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class IFFXRHIBackendSubPass
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{
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public:
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virtual ~IFFXRHIBackendSubPass() {}
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virtual void SetupPipeline(const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf) = 0;
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virtual void Dispatch(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job) = 0;
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};
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//-------------------------------------------------------------------------------------
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// The TFFXRHIBackendSubPass template reduces the boilerplate required for each pass.
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// The template handles binding resources & issuing the pass through RDG.
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//-------------------------------------------------------------------------------------
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template <typename TShaderClass>
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class TFFXRHIBackendSubPass : public IFFXRHIBackendSubPass
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{
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TCHAR const* Name;
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public:
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typename TShaderClass::FPermutationDomain Permutation;
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TFFXRHIBackendSubPass(TCHAR const* InName, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf)
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: Name(InName)
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{
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SetupPipeline(desc, outPipeline, bSupportHalf);
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}
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virtual ~TFFXRHIBackendSubPass()
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{
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}
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void SetupPipeline(const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf) override
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{
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outPipeline->srvTextureCount = TShaderClass::GetNumBoundSRVs();
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outPipeline->uavTextureCount = TShaderClass::GetNumBoundUAVs();
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outPipeline->constCount = TShaderClass::GetNumConstants();
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for (uint32 i = 0; i < outPipeline->srvTextureCount && i < FFX_MAX_NUM_SRVS; i++)
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{
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outPipeline->srvTextureBindings[i].slotIndex = i;
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outPipeline->srvTextureBindings[i].resourceIdentifier = TShaderClass::GetBoundSRVs()[i];
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FCStringWide::Strcpy(outPipeline->srvTextureBindings[i].name, 63, TShaderClass::GetBoundSRVNames()[i]);
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}
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for (uint32 i = 0; i < outPipeline->uavTextureCount && i < FFX_MAX_NUM_UAVS; i++)
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{
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outPipeline->uavTextureBindings[i].slotIndex = i;
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outPipeline->uavTextureBindings[i].resourceIdentifier = TShaderClass::GetBoundUAVs()[i];
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FCStringWide::Strcpy(outPipeline->uavTextureBindings[i].name, 63, TShaderClass::GetBoundUAVNames()[i]);
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}
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for (uint32 i = 0; i < outPipeline->constCount && i < FFX_MAX_NUM_CONST_BUFFERS; i++)
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{
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outPipeline->constantBufferBindings[i].slotIndex = i;
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outPipeline->constantBufferBindings[i].resourceIdentifier = TShaderClass::GetBoundCBs()[i];
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FCStringWide::Strcpy(outPipeline->constantBufferBindings[i].name, 63, TShaderClass::GetBoundCBNames()[i]);
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}
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}
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void Dispatch(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job) override
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{
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TShaderMapRef<TShaderClass> ComputeShader(GetGlobalShaderMap(Context->FeatureLevel), Permutation);
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FIntVector DispatchCount(job->computeJobDescriptor.dimensions[0], job->computeJobDescriptor.dimensions[1], job->computeJobDescriptor.dimensions[2]);
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typename TShaderClass::FParameters* Parameters = GraphBuilder.AllocParameters<typename TShaderClass::FParameters>();
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TShaderClass::BindParameters(GraphBuilder, Context, job, Parameters);
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ClearUnusedGraphResources(ComputeShader, Parameters);
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GraphBuilder.AddPass(
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FRDGEventName(Name),
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Parameters,
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ERDGPassFlags::Compute,
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[Parameters, ComputeShader, DispatchCount](FRHIComputeCommandList& RHICmdList)
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{
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FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, *Parameters, DispatchCount);
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});
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}
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};
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//-------------------------------------------------------------------------------------
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// These functions instantiate the actual passes.
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//-------------------------------------------------------------------------------------
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typedef IFFXRHIBackendSubPass* (*CreateFFXPassFunc)(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription*, FfxPipelineState*, bool, bool);
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extern FFXRHIBACKEND_API void RegisterFFXPass(FfxEffect Effect, CreateFFXPassFunc Func);
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template<FfxEffect Effect, CreateFFXPassFunc Func>
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class FFXRHIBackendRegisterEffect
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{
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static FFXRHIBackendRegisterEffect sSelf;
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public:
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FFXRHIBackendRegisterEffect()
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{
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RegisterFFXPass(Effect, Func);
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}
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};
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extern FFXRHIBACKEND_API IFFXRHIBackendSubPass* GetFFXPass(FfxEffect effect, FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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