XinJiangBBH_LBE/Plugins/Streamline/Source/StreamlineBlueprint/Public/StreamlineLibraryDLSSG.h

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2025-03-13 11:09:44 +08:00
/*
* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Misc/CoreDelegates.h"
#include "StreamlineLibrary.h"
#include "StreamlineLibraryDLSSG.generated.h"
class FDelegateHandle;
#ifdef __INTELLISENSE__
#define WITH_STREAMLINE 1
#endif
UENUM(BlueprintType)
enum class UStreamlineDLSSGMode : uint8
{
Off UMETA(DisplayName = "Off"),
On UMETA(DisplayName = "On"),
Auto UMETA(DisplayName = "Auto"),
};
UCLASS(MinimalAPI)
class UStreamlineLibraryDLSSG : public UBlueprintFunctionLibrary
{
friend class FStreamlineBlueprintModule;
GENERATED_BODY()
public:
/** Checks whether DLSS-FG is supported by the current GPU. Further details can be retrieved via QueryDLSSGSupport*/
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Is NVIDIA DLSS-FG Supported"))
static STREAMLINEBLUEPRINT_API bool IsDLSSGSupported();
/** Checks whether DLSS-FG is supported by the current GPU */
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Query NVIDIA DLSS-FG Support"))
static STREAMLINEBLUEPRINT_API UStreamlineFeatureSupport QueryDLSSGSupport();
/** Checks whether a DLSS-FG mode is supported */
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Is DLSS-FG Mode Supported"))
static STREAMLINEBLUEPRINT_API bool IsDLSSGModeSupported(UStreamlineDLSSGMode DLSSGMode);
/** Retrieves all supported DLSS-FG modes. Can be used to populate UI */
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Get Supported DLSS-FG Modes"))
static STREAMLINEBLUEPRINT_API TArray<UStreamlineDLSSGMode> GetSupportedDLSSGModes();
/**
* Sets the console variables to enable/disable DLSS-FG
* Off = DLSS-FG disabled
* On = DLSS-FG always enabled
* Auto = DLSS-FG may be temporarily disabled if it could hurt frame rate
*/
UFUNCTION(BlueprintCallable, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Set DLSS-FG Mode"))
static STREAMLINEBLUEPRINT_API void SetDLSSGMode(UStreamlineDLSSGMode DLSSGMode);
/* Reads the console variables to infer the current DLSS-FG mode*/
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Get DLSS-FG Mode"))
static STREAMLINEBLUEPRINT_API UStreamlineDLSSGMode GetDLSSGMode();
/* Find a reasonable default DLSS-FG mode based on current hardware */
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Get Default DLSS-FG Mode"))
static STREAMLINEBLUEPRINT_API UStreamlineDLSSGMode GetDefaultDLSSGMode();
/* Returns the actual framerate and number of frames presented, whether DLSS-FG is active or not */
UFUNCTION(BlueprintPure, Category = "Streamline|DLSS-FG", meta = (DisplayName = "Get DLSS-FG frame frame rate and presented frames"))
static STREAMLINEBLUEPRINT_API void GetDLSSGFrameTiming(float& FrameRateInHertz, int32& FramesPresented);
static void Startup();
static void Shutdown();
private:
static UStreamlineFeatureSupport DLSSGSupport;
#if WITH_STREAMLINE
static bool bDLSSGLibraryInitialized;
static bool TryInitDLSSGLibrary();
#if !UE_BUILD_SHIPPING
struct FDLSSErrorState
{
bool bIsDLSSGModeUnsupported = false;
UStreamlineDLSSGMode InvalidDLSSGMode = UStreamlineDLSSGMode::Off;
};
static FDLSSErrorState DLSSErrorState;
static void GetDLSSOnScreenMessages(TMultiMap<FCoreDelegates::EOnScreenMessageSeverity, FText>& OutMessages);
static FDelegateHandle DLSSOnScreenMessagesDelegateHandle;
#endif
#endif
};