380 lines
22 KiB
C++
380 lines
22 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 "FFXRHIBackendFSRShaders.h"
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#include "FFXRHIBackendSubPass.h"
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#include "ShaderCompilerCore.h"
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#include "RHIStaticStates.h"
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#if UE_VERSION_AT_LEAST(5, 2, 0)
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#include "DataDrivenShaderPlatformInfo.h"
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#else
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#include "RHIDefinitions.h"
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#endif
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#include "FFXFSR3.h"
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extern IFFXRHIBackendSubPass* GetPrepareInputsPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetLumaPyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetShadingChangePass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetShadingChangePyramidPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetPrepareReactivityPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetLumaInstabilityPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetAccumulatePass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetRCASPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetDebugViewPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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extern IFFXRHIBackendSubPass* GetAutogenReactiveMaskPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64);
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IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXFSRPassParameters, "cbFSR3Upscaler");
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IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXLumaPyramidParameters, "cbSPD");
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IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXRCASParameters, "cbRCAS");
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IMPLEMENT_UNIFORM_BUFFER_STRUCT(FFXGenerateReactiveParameters, "cbGenerateReactive");
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IFFXRHIBackendSubPass* GetFSRPass(FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
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{
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IFFXRHIBackendSubPass* SubPass = nullptr;
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switch (pass)
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{
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case FFX_FSR3UPSCALER_PASS_PREPARE_INPUTS:
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SubPass = GetPrepareInputsPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_LUMA_PYRAMID:
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SubPass = GetLumaPyramidPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_SHADING_CHANGE_PYRAMID:
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SubPass = GetShadingChangePyramidPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_SHADING_CHANGE:
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SubPass = GetShadingChangePass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_PREPARE_REACTIVITY:
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SubPass = GetPrepareReactivityPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_LUMA_INSTABILITY:
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SubPass = GetLumaInstabilityPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_ACCUMULATE:
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case FFX_FSR3UPSCALER_PASS_ACCUMULATE_SHARPEN:
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SubPass = GetAccumulatePass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_RCAS:
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SubPass = GetRCASPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_DEBUG_VIEW:
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SubPass = GetAutogenReactiveMaskPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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case FFX_FSR3UPSCALER_PASS_GENERATE_REACTIVE:
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SubPass = GetAutogenReactiveMaskPass(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
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break;
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default:
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break;
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}
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return SubPass;
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}
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FFXRHIBackendRegisterEffect<FFX_EFFECT_FSR3UPSCALER, GetFSRPass> FFXRHIBackendRegisterEffect<FFX_EFFECT_FSR3UPSCALER, GetFSRPass>::sSelf;
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bool FFXFSRGlobalShader::ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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#if UE_VERSION_AT_LEAST(5, 1, 0)
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bool const bWaveOps = FDataDrivenShaderPlatformInfo::GetSupportsWaveOperations(Parameters.Platform) == ERHIFeatureSupport::RuntimeGuaranteed;
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#elif UE_VERSION_AT_LEAST(5, 0, 0)
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bool const bWaveOps = RHISupportsWaveOperations(Parameters.Platform);
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#else
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bool const bWaveOps = Parameters.Platform == SP_PCD3D_SM5;
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#endif
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return bWaveOps && FFXGlobalShader::ShouldCompilePermutation(Parameters);
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}
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void FFXFSRGlobalShader::ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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bool bUseHalf = PermutationVector.Get<FFX_UseHalf>();
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bool bPreferWave64 = PermutationVector.Get<FFX_PreferWave64>();
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if ((bUseHalf || bPreferWave64) && Parameters.Platform == SP_PCD3D_SM5)
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{
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OutEnvironment.CompilerFlags.Add(CFLAG_ForceDXC);
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}
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FFXGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment, bPreferWave64);
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OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF"), 0);
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OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_ACCUMULATE_SAMPLERS_USE_DATA_HALF"), 0);
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OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF"), 1);
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OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF"), 0);
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OutEnvironment.SetDefine(TEXT("FFX_FSR3UPSCALER_OPTION_UPSAMPLE_USE_LANCZOS_TYPE"), 2);
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}
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void FFXFSRGlobalShader::BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters)
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{
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for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.constCount; i++)
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{
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switch (job->computeJobDescriptor.pipeline.constantBufferBindings[i].resourceIdentifier)
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{
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case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_FSR3UPSCALER:
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{
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FFXFSRPassParameters Buffer;
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FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXFSRPassParameters));
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Parameters->cbFSR3Upscaler = TUniformBufferRef<FFXFSRPassParameters>::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw);
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break;
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}
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case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_RCAS:
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{
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FFXRCASParameters Buffer;
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FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXRCASParameters));
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Parameters->cbRCAS = TUniformBufferRef<FFXRCASParameters>::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw);
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break;
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}
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case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_SPD:
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{
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FFXLumaPyramidParameters Buffer;
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FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXLumaPyramidParameters));
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Parameters->cbSPD = TUniformBufferRef<FFXLumaPyramidParameters>::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw);
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break;
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}
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case FFX_FSR3UPSCALER_CONSTANTBUFFER_IDENTIFIER_GENREACTIVE:
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{
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FFXGenerateReactiveParameters Buffer;
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FMemory::Memcpy(&Buffer, job->computeJobDescriptor.cbs[i].data, sizeof(FFXGenerateReactiveParameters));
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Parameters->cbGenerateReactive = TUniformBufferRef<FFXGenerateReactiveParameters>::CreateUniformBufferImmediate(Buffer, UniformBuffer_SingleDraw);
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break;
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}
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default:
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{
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break;
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}
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}
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}
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for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.srvTextureCount; i++)
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{
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switch (job->computeJobDescriptor.pipeline.srvTextureBindings[i].resourceIdentifier)
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{
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_COLOR:
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Parameters->r_input_color_jittered = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY:
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Parameters->r_input_opaque_only = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS:
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Parameters->r_input_motion_vectors = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_DEPTH:
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Parameters->r_input_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_EXPOSURE:
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Parameters->r_input_exposure = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FRAME_INFO:
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Parameters->r_frame_info = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_REACTIVE_MASK:
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Parameters->r_reactive_mask = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INPUT_TRANSPARENCY_AND_COMPOSITION_MASK:
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Parameters->r_transparency_and_composition_mask = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH:
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Parameters->r_reconstructed_previous_nearest_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS:
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Parameters->r_dilated_motion_vectors = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH:
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Parameters->r_dilated_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR:
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Parameters->r_internal_upscaled_color = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION:
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Parameters->r_accumulation = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY:
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Parameters->r_luma_history = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RCAS_INPUT:
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Parameters->r_rcas_input = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LANCZOS_LUT:
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Parameters->r_lanczos_lut = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS:
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Parameters->r_spd_mips = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS:
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Parameters->r_dilated_reactive_masks = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS:
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Parameters->r_new_locks = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH:
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Parameters->r_farthest_depth = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH_MIP1:
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Parameters->r_farthest_depth_mip1 = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE:
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Parameters->r_shading_change = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA:
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Parameters->r_current_luma = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREVIOUS_LUMA:
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Parameters->r_previous_luma = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_INSTABILITY:
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Parameters->r_luma_instability = Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.srvTextures[i].resource.internalIndex);
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break;
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default:
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break;
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}
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}
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for (uint32 i = 0; i < job->computeJobDescriptor.pipeline.uavTextureCount; i++)
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{
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switch (job->computeJobDescriptor.pipeline.uavTextureBindings[i].resourceIdentifier)
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{
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_RECONSTRUCTED_PREVIOUS_NEAREST_DEPTH:
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{
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Parameters->rw_reconstructed_previous_nearest_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_MOTION_VECTORS:
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{
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Parameters->rw_dilated_motion_vectors = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_DEPTH:
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{
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Parameters->rw_dilated_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_INTERNAL_UPSCALED_COLOR:
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{
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Parameters->rw_internal_upscaled_color = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_ACCUMULATION:
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{
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Parameters->rw_accumulation = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_HISTORY:
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{
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Parameters->rw_luma_history = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_UPSCALED_OUTPUT:
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{
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Parameters->rw_upscaled_output = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_DILATED_REACTIVE_MASKS:
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{
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Parameters->rw_dilated_reactive_masks = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FRAME_INFO:
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{
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Parameters->rw_frame_info = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_ATOMIC_COUNT:
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{
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Parameters->rw_spd_global_atomic = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_NEW_LOCKS:
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{
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Parameters->rw_new_locks = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
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break;
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}
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case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_AUTOREACTIVE:
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{
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Parameters->rw_output_autoreactive = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SHADING_CHANGE:
|
|
{
|
|
Parameters->rw_shading_change = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH:
|
|
{
|
|
Parameters->rw_farthest_depth = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_FARTHEST_DEPTH_MIP1:
|
|
{
|
|
Parameters->rw_farthest_depth_mip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_CURRENT_LUMA:
|
|
{
|
|
Parameters->rw_current_luma = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_LUMA_INSTABILITY:
|
|
{
|
|
Parameters->rw_luma_instability = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_0:
|
|
{
|
|
Parameters->rw_spd_mip0 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_1:
|
|
{
|
|
Parameters->rw_spd_mip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_2:
|
|
{
|
|
Parameters->rw_spd_mip2 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_3:
|
|
{
|
|
Parameters->rw_spd_mip3 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_4:
|
|
{
|
|
Parameters->rw_spd_mip4 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
case FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_SPD_MIPS_LEVEL_5:
|
|
{
|
|
Parameters->rw_spd_mip5 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Context->GetRDGTexture(GraphBuilder, job->computeJobDescriptor.uavTextures[i].resource.internalIndex), job->computeJobDescriptor.uavTextures[i].mip));
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Parameters->s_LinearClamp = TStaticSamplerState<SF_Bilinear>::GetRHI();
|
|
Parameters->s_PointClamp = TStaticSamplerState<SF_Point>::GetRHI();
|
|
}
|