177 lines
9.2 KiB
C++
177 lines
9.2 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 "FFXRHIBackendShaders.h"
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#include "ShaderParameterStruct.h"
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#if UE_VERSION_OLDER_THAN(5, 0, 0)
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using FVector3f = float[3];
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typedef FVector2D FVector2f;
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using FVector4f = float[4];
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typedef FIntPoint FUintVector2;
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#endif
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struct FFXBackendState;
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class FRDGBuilder;
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typedef struct FfxGpuJobDescription FfxGpuJobDescription;
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//-------------------------------------------------------------------------------------
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// Permutation variables for FSR3 shaders.
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//-------------------------------------------------------------------------------------
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class FFX_IsHDR : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT");
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class FFX_MVLowRes : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS");
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class FFX_MVJittered : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS");
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class FFX_DepthInverted : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH");
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class FFX_DoSharpening : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING");
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class FFX_UseLanczosType : SHADER_PERMUTATION_BOOL("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE");
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//-------------------------------------------------------------------------------------
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// Common uniform buffer structure for the FSR pass parameters.
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//-------------------------------------------------------------------------------------
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BEGIN_UNIFORM_BUFFER_STRUCT(FFXFSRPassParameters, )
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SHADER_PARAMETER(FIntPoint, iRenderSize)
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SHADER_PARAMETER(FIntPoint, iPrevRenderSize)
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SHADER_PARAMETER(FIntPoint, iMaxRenderSize)
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SHADER_PARAMETER(FIntPoint, iUpscaleSize)
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SHADER_PARAMETER(FIntPoint, iMaxUpscaleSize)
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SHADER_PARAMETER(FIntPoint, pad)
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SHADER_PARAMETER(FVector4f, fDeviceToViewDepth)
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SHADER_PARAMETER(FVector2f, fJitter)
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SHADER_PARAMETER(FVector2f, fPrevJitter)
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SHADER_PARAMETER(FVector2f, fMotionVectorScale)
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SHADER_PARAMETER(FVector2f, fDownscaleFactor)
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SHADER_PARAMETER(FVector2f, fMotionVectorJitterCancellation)
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SHADER_PARAMETER(float, fTanHalfFOV)
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SHADER_PARAMETER(float, fJitterPhaseCount)
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SHADER_PARAMETER(float, fDeltaTime)
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SHADER_PARAMETER(float, fDeltaPreExposure)
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SHADER_PARAMETER(float, fViewSpaceToMetersFactor)
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SHADER_PARAMETER(float, fFrameIndex)
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SHADER_PARAMETER(float, fVelocityFactor)
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END_UNIFORM_BUFFER_STRUCT()
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//-------------------------------------------------------------------------------------
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// Parameters for the compute luminance pyramid pass.
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//-------------------------------------------------------------------------------------
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BEGIN_UNIFORM_BUFFER_STRUCT(FFXLumaPyramidParameters, )
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SHADER_PARAMETER(uint32, mips)
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SHADER_PARAMETER(uint32, numWorkGroups)
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SHADER_PARAMETER(FUintVector2, workGroupOffset)
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SHADER_PARAMETER(FUintVector2, renderSize)
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END_UNIFORM_BUFFER_STRUCT()
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//-------------------------------------------------------------------------------------
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// Paramters for the sharpening pass.
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//-------------------------------------------------------------------------------------
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BEGIN_UNIFORM_BUFFER_STRUCT(FFXRCASParameters, )
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SHADER_PARAMETER(FUintVector4, rcasConfig)
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END_UNIFORM_BUFFER_STRUCT()
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//-------------------------------------------------------------------------------------
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// Paramters for the TCR Autogenerate pass.
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//-------------------------------------------------------------------------------------
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BEGIN_UNIFORM_BUFFER_STRUCT(FFXGenerateReactiveParameters, )
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SHADER_PARAMETER(float, scale)
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SHADER_PARAMETER(float, threshold)
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SHADER_PARAMETER(float, binaryValue)
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SHADER_PARAMETER(uint32, flags)
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END_UNIFORM_BUFFER_STRUCT()
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//-------------------------------------------------------------------------------------
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// Common base class for the FFX shaders that handles the permutation support.
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//-------------------------------------------------------------------------------------
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class FFXFSRGlobalShader : public FFXGlobalShader
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{
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public:
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typedef TShaderPermutationDomain<FFX_IsHDR, FFX_MVLowRes, FFX_MVJittered, FFX_DepthInverted, FFX_DoSharpening, FFX_UseLanczosType, FFX_UseHalf, FFX_PreferWave64> FPermutationDomain;
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FFXFSRGlobalShader() = default;
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FFXFSRGlobalShader(const ShaderMetaType::CompiledShaderInitializerType Init) : FFXGlobalShader(Init) {}
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FFXFSRPassParameters, cbFSR3Upscaler)
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SHADER_PARAMETER_STRUCT_REF(FFXRCASParameters, cbRCAS)
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SHADER_PARAMETER_STRUCT_REF(FFXLumaPyramidParameters, cbSPD)
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SHADER_PARAMETER_STRUCT_REF(FFXGenerateReactiveParameters, cbGenerateReactive)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_color_jittered)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_opaque_only)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_motion_vectors)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_depth)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_input_exposure)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_frame_info)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reactive_mask)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_transparency_and_composition_mask)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_reconstructed_previous_nearest_depth)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_motion_vectors)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_depth)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_internal_upscaled_color)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_accumulation)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_luma_history)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_rcas_input)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_lanczos_lut)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_spd_mips)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_dilated_reactive_masks)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_new_locks)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_farthest_depth)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_farthest_depth_mip1)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_shading_change)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_current_luma)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_previous_luma)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, r_luma_instability)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_reconstructed_previous_nearest_depth)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_motion_vectors)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_depth)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_internal_upscaled_color)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_accumulation)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_luma_history)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_upscaled_output)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_dilated_reactive_masks)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_frame_info)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_global_atomic)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_new_locks)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_output_autoreactive)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_shading_change)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_farthest_depth)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_farthest_depth_mip1)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_current_luma)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_luma_instability)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip0)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip1)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip2)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip3)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip4)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, rw_spd_mip5)
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SHADER_PARAMETER_SAMPLER(SamplerState, s_LinearClamp)
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SHADER_PARAMETER_SAMPLER(SamplerState, s_PointClamp)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
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static void BindParameters(FRDGBuilder& GraphBuilder, FFXBackendState* Context, const FfxGpuJobDescription* job, FParameters* Parameters);
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};
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