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1.9 KiB
C++

// 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 "FFXRHIBackendSubPass.h"
static TMap<FfxEffect, CreateFFXPassFunc>& GetFFXPassFactory()
{
static TMap<FfxEffect, CreateFFXPassFunc> FFXPassFactory;
return FFXPassFactory;
}
void RegisterFFXPass(FfxEffect Effect, CreateFFXPassFunc Func)
{
GetFFXPassFactory().Add(Effect, Func);
}
IFFXRHIBackendSubPass* GetFFXPass(FfxEffect Effect, FfxPass pass, uint32_t permutationOptions, const FfxPipelineDescription* desc, FfxPipelineState* outPipeline, bool bSupportHalf, bool bPreferWave64)
{
IFFXRHIBackendSubPass* SubPass = nullptr;
CreateFFXPassFunc* Func = GetFFXPassFactory().Find(Effect);
if (Func)
{
SubPass = (*Func)(pass, permutationOptions, desc, outPipeline, bSupportHalf, bPreferWave64);
}
return SubPass;
}