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f0re5t-main/Plugins/DLSS/Source/DLSSBlueprint/Public/DLSSLibrary.h
2022-09-18 00:48:56 +02:00

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7.7 KiB
C++

/*
* 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NotSupportedDriverOutOfDate UMETA(DisplayName = "Driver Out of Date", ToolTip = "The driver is outdated.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<UDLSSMode> 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<FCoreDelegates::EOnScreenMessageSeverity, FText>& OutMessages);
static FDelegateHandle DLSSOnScreenMessagesDelegateHandle;
#endif
#endif
};
class FDLSSBlueprintModule final : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
};