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Plugins/DLSS/Source/DLSSBlueprint/Public/DLSSLibrary.h
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Plugins/DLSS/Source/DLSSBlueprint/Public/DLSSLibrary.h
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/*
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* Copyright (c) 2020 NVIDIA CORPORATION. All rights reserved.
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*
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* NVIDIA Corporation and its licensors retain all intellectual property and proprietary
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* rights in and to this software, related documentation and any modifications thereto.
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* Any use, reproduction, disclosure or distribution of this software and related
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* documentation without an express license agreement from NVIDIA Corporation is strictly
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* prohibited.
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*
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS*
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* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED,
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* INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
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* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT
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* LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF
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* BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR
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* INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGES.
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*/
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#pragma once
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#include "Modules/ModuleManager.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Misc/CoreDelegates.h"
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#include "DLSSLibrary.generated.h"
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class FDLSSUpscaler;
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class FDelegateHandle;
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#ifndef WITH_DLSS
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#define WITH_DLSS 0
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#endif
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UENUM(BlueprintType)
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enum class UDLSSSupport : uint8
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{
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Supported UMETA(DisplayName = "Supported"),
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NotSupported UMETA(DisplayName = "Not Supported"),
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NotSupportedIncompatibleHardware UMETA(DisplayName = "Incompatible Hardware", ToolTip = "DLSS requires an NVIDIA RTX GPU"),
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NotSupportedDriverOutOfDate UMETA(DisplayName = "Driver Out of Date", ToolTip = "The driver is outdated. Also see GetDLSSMinimumDriverVersion"),
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NotSupportedOperatingSystemOutOfDate UMETA(DisplayName = "Operating System Out of Date", ToolTip = "DLSS requires at least Windows 10 Fall 2017 Creators Update 64-bit, (v1709, build 16299)"),
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NotSupportedByPlatformAtBuildTime UMETA(DisplayName = "Platform Not Supported At Build Time", ToolTip = "This platform doesn't not support DLSS at build time. Currently DLSS is only supported on Windows 64"),
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NotSupportedIncompatibleAPICaptureToolActive UMETA(DisplayName = "Incompatible API Capture Tool Active", ToolTip = "DLSS is not compatible with an active API capture tool such as RenderDoc.")
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};
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UENUM(BlueprintType)
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enum class UDLSSMode : uint8
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{
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Off UMETA(DisplayName = "Off"),
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Auto UMETA(DisplayName = "Auto"),
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UltraQuality UMETA(DisplayName = "Ultra Quality"),
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Quality UMETA(DisplayName = "Quality"),
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Balanced UMETA(DisplayName = "Balanced"),
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Performance UMETA(DisplayName = "Performance"),
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UltraPerformance UMETA(DisplayName = "Ultra Performance")
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};
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UCLASS(MinimalAPI)
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class UDLSSLibrary : public UBlueprintFunctionLibrary
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{
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friend class FDLSSBlueprintModule;
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GENERATED_BODY()
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public:
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/** Checks whether DLSS/DLAA is supported by the current GPU. Further details can be retrieved via QueryDLSSSupport*/
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Is NVIDIA DLSS Supported"))
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static DLSSBLUEPRINT_API bool IsDLSSSupported();
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/** Checks whether DLSS/DLAA is supported by the current GPU */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Query NVIDIA DLSS Support"))
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static DLSSBLUEPRINT_API UDLSSSupport QueryDLSSSupport();
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/** If QueryDLSSSupport returns "NotSupportedDriverOutOfDate", then MinDriverVersionMajor and MinDriverVersionMinor contains the required driver version.*/
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get DLSS Minimum DriverVersion"))
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static DLSSBLUEPRINT_API void GetDLSSMinimumDriverVersion(int32& MinDriverVersionMajor, int32& MinDriverVersionMinor);
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/** Enable/disable DLAA. Note that while DLAA is enabled, DLSS will be automatically disabled */
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UFUNCTION(BlueprintCallable, Category = "DLSS", meta = (DisplayName = "Enable DLAA"))
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static DLSSBLUEPRINT_API void EnableDLAA(bool bEnabled);
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/** Checks whether DLAA is enabled */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Is DLAA Enabled"))
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static DLSSBLUEPRINT_API bool IsDLAAEnabled();
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/** Checks whether a DLSS mode is supported */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Is DLSS Mode Supported"))
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static DLSSBLUEPRINT_API bool IsDLSSModeSupported(UDLSSMode DLSSMode);
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/** Retrieves all supported DLSS modes. Can be used to populate UI */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get Supported DLSS Modes"))
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static DLSSBLUEPRINT_API TArray<UDLSSMode> GetSupportedDLSSModes();
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/** Provides additional details (such as screen percentage ranges) about a DLSS mode. Screen Resolution is required for Auto mode */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get DLSS Mode Information"))
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static DLSSBLUEPRINT_API void GetDLSSModeInformation(UDLSSMode DLSSMode, FVector2D ScreenResolution, bool& bIsSupported, float& OptimalScreenPercentage, bool& bIsFixedScreenPercentage, float& MinScreenPercentage, float& MaxScreenPercentage, float& OptimalSharpness);
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/** The global screen percentage range that DLSS supports. Excludes DLSS modes with fixed screen percentage. Also see GetDLSSModeInformation*/
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get DLSS Screenpercentage Range"))
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static DLSSBLUEPRINT_API void GetDLSSScreenPercentageRange(float& MinScreenPercentage, float& MaxScreenPercentage);
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/** Sets the console variables to enable/disable DLSS (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality)*/
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UFUNCTION(BlueprintCallable, Category = "DLSS", meta = (DisplayName = "Set DLSS Mode"))
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static DLSSBLUEPRINT_API void SetDLSSMode(UDLSSMode DLSSMode);
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/* Reads the console variables to infer the current DLSS mode (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality, r.TemporalAA.Upscaler)*/
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get DLSS Mode"))
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static DLSSBLUEPRINT_API UDLSSMode GetDLSSMode();
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/* Sets the console variables to enable additional DLSS sharpening. Set to 0 to disable (r.NGX.DLSS.Sharpness) */
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UFUNCTION(BlueprintCallable, Category = "DLSS", meta = (DisplayName = "Set DLSS Sharpness"))
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static DLSSBLUEPRINT_API void SetDLSSSharpness(float Sharpness);
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/*Reads the console variables to infer the current DLSS sharpness (r.NGX.DLSS.Sharpness) */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get DLSS Sharpness"))
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static DLSSBLUEPRINT_API float GetDLSSSharpness();
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/* Find a reasonable default DLSS mode based on current hardware */
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UFUNCTION(BlueprintPure, Category = "DLSS", meta = (DisplayName = "Get Default DLSS Mode"))
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static DLSSBLUEPRINT_API UDLSSMode GetDefaultDLSSMode();
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/* Allows conversion from BlueprintType enums. */
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static DLSSBLUEPRINT_API int32 ToDLSSQualityCVarValue(UDLSSMode InDLSSQualityMode);
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private:
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static UDLSSSupport DLSSSupport;
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#if WITH_DLSS
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static int32 MinDLSSDriverVersionMinor;
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static int32 MinDLSSDriverVersionMajor;
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static FDLSSUpscaler* DLSSUpscaler;
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static bool bDLSSLibraryInitialized;
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static bool TryInitDLSSLibrary();
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#if !UE_BUILD_SHIPPING
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struct FDLSSErrorState
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{
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bool bIsDLSSModeUnsupported = false;
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UDLSSMode InvalidDLSSMode = UDLSSMode::Off;
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};
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static FDLSSErrorState DLSSErrorState;
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static void GetDLSSOnScreenMessages(TMultiMap<FCoreDelegates::EOnScreenMessageSeverity, FText>& OutMessages);
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static FDelegateHandle DLSSOnScreenMessagesDelegateHandle;
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#endif
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#endif
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};
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class FDLSSBlueprintModule final : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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};
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