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Hardware", ToolTip = "DLSS requires an NVIDIA RTX GPU"), NotSupportedDriverOutOfDate UMETA(DisplayName = "Driver Out of Date", ToolTip = "The driver is outdated.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