/* * Copyright (c) 2020 - 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. */ #include "DLSSLibrary.h" #if WITH_DLSS #include "DLSS.h" #include "DLSSSettings.h" #include "DLSSUpscaler.h" #include "NGXRHI.h" #endif #include "Interfaces/IPluginManager.h" #include "Modules/ModuleManager.h" #include "Runtime/Launch/Resources/Version.h" #include "SceneView.h" #include "ShaderCore.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(DLSSLibrary) #define LOCTEXT_NAMESPACE "FDLSSBlueprintModule" DEFINE_LOG_CATEGORY_STATIC(LogDLSSBlueprint, Log, All); static TAutoConsoleVariable CVarNGXDLSSPreferNISSharpen( TEXT("r.NGX.DLSS.PreferNISSharpen"), 2, TEXT("Prefer sharpening with an extra NIS plugin sharpening pass instead of DLSS sharpening if the NIS plugin is also enabled for the project. (default: 1)\n") TEXT("Requires the NIS plugin to be enabled\n") TEXT(" 0: Softening/sharpening with the DLSS pass.\n") TEXT(" 1: Sharpen with the NIS plugin. Softening is not supported. Requires the NIS plugin to be enabled.\n") TEXT(" 2: Sharpen with the NIS plugin. Softening (i.e. negative sharpness) with the DLSS plugin. Requires the NIS plugin to be enabled.\n") TEXT("Note: This cvar is only evaluated when using the deprecated `SetDLSSSharpness` Blueprint function, from either C++ or a Blueprint event graph!") TEXT("Note: DLSS sharpening is deprecated, future plugin versions will remove DLSS sharpening. Use the NIS plugin for sharpening instead\n"), ECVF_RenderThreadSafe); static const FName SetDLSSModeInvalidEnumValueError= FName("SetDLSSModeInvalidEnumValueError"); static const FName IsDLSSModeSupportedInvalidEnumValueError = FName("IsDLSSModeSupportedInvalidEnumValueError"); UDLSSSupport UDLSSLibrary::DLSSSRSupport = UDLSSSupport::NotSupportedByPlatformAtBuildTime; UDLSSSupport UDLSSLibrary::DLSSRRSupport = UDLSSSupport::NotSupportedByPlatformAtBuildTime; #if WITH_DLSS int32 UDLSSLibrary::MinDLSSSRDriverVersionMajor = 0; int32 UDLSSLibrary::MinDLSSSRDriverVersionMinor = 0; int32 UDLSSLibrary::MinDLSSRRDriverVersionMajor = 0; int32 UDLSSLibrary::MinDLSSRRDriverVersionMinor = 0; // placeholder int32 UDLSSLibrary::PreviousShadowDenoiser = 1; int32 UDLSSLibrary::PreviousLumenSSR = 1; int32 UDLSSLibrary::PreviousLumenTemporal = 1; bool UDLSSLibrary::bDenoisingRequested = false; FDLSSUpscaler* UDLSSLibrary::DLSSUpscaler = nullptr; bool UDLSSLibrary::bDLSSLibraryInitialized = false; UDLSSMode UDLSSLibrary::CurrentDLSSModeDeprecated = UDLSSMode::Quality; bool UDLSSLibrary::bDLAAEnabledDeprecated = false; static bool ShowDLSSSDebugOnScreenMessages() { if (GetDefault()->ShowDLSSSDebugOnScreenMessages == EDLSSSettingOverride::UseProjectSettings) { return GetDefault()->bShowDLSSSDebugOnScreenMessages; } else { return GetDefault()->ShowDLSSSDebugOnScreenMessages == EDLSSSettingOverride::Enabled; } } #if !UE_BUILD_SHIPPING UDLSSLibrary::FDLSSErrorState UDLSSLibrary::DLSSErrorState; FDelegateHandle UDLSSLibrary::DLSSOnScreenMessagesDelegateHandle; void UDLSSLibrary::GetDLSSOnScreenMessages(TMultiMap& OutMessages) { check(IsInGameThread()); // We need a valid DLSSSRSupport, so calling this here in case other UDLSSLibrary functions which call TryInitDLSSLibrary() haven't been called if (!TryInitDLSSLibrary()) { return; } if(ShowDLSSSDebugOnScreenMessages()) { if (DLSSErrorState.bIsDLSSModeUnsupported) { const FTextFormat Format(LOCTEXT("DLSSOnScreenDebugSetModeUnsupportedDLSSMode", "DLSS Error: The DLSS mode \"{0}\" is not supported. This error can be avoided by calling SetDLSSMode({0}) only if IsDLSSModeSupported({0}) returns true.")); const FText Message = FText::Format(Format, StaticEnum()->GetDisplayNameTextByValue(int64(DLSSErrorState.InvalidDLSSMode))); OutMessages.Add(FCoreDelegates::EOnScreenMessageSeverity::Error, Message); } // Checking for "contains" in case virtualization is changing the GPU string const bool bIsNVIDIA = FWindowsPlatformMisc::GetPrimaryGPUBrand().Contains(TEXT("NVIDIA")); bool bShowNotSupportedMessage = bIsNVIDIA && (UDLSSSupport::Supported != DLSSSRSupport); if ((UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive == DLSSSRSupport) && !GetMutableDefault()->bShowDLSSIncompatiblePluginsToolsWarnings ) { bShowNotSupportedMessage = false; } if (bShowNotSupportedMessage) { const FTextFormat Format(LOCTEXT("DLSSOnScreenDebugDLSSNotSupported", "DLSS Information: DLSS is not supported due to {0}.Please see the various LogDLSS* categories in the Developer Tools -> Output Log for further detail.")); const FText Message = FText::Format(Format, StaticEnum()->GetDisplayNameTextByValue(int64(DLSSSRSupport))); OutMessages.Add(FCoreDelegates::EOnScreenMessageSeverity::Warning, Message); } } } #endif static EDLSSQualityMode ToEDLSSQualityMode(UDLSSMode InDLSSQualityMode) { static_assert(int32(EDLSSQualityMode::NumValues) == 6, "dear DLSS plugin NVIDIA developer, please update this code to translate the new EDLSSQualityMode enum values to UDLSSMode"); switch (InDLSSQualityMode) { case UDLSSMode::UltraPerformance: return EDLSSQualityMode::UltraPerformance; // the higher level code should catch this... case UDLSSMode::Off: checkf(InDLSSQualityMode != UDLSSMode::Off, TEXT("ToEDLSSQualityMode should not be called with an InDLSSQualityMode of UDLSSMode::Off from the higher level code")); default: checkf(false, TEXT("ToEDLSSQualityMode should not be called with an out of range InDLSSQualityMode %d InDLSSQualityMode from the higher level code"), InDLSSQualityMode); case UDLSSMode::Performance: return EDLSSQualityMode::Performance; case UDLSSMode::Balanced: return EDLSSQualityMode::Balanced; case UDLSSMode::Quality: return EDLSSQualityMode::Quality; case UDLSSMode::UltraQuality: return EDLSSQualityMode::UltraQuality; case UDLSSMode::DLAA: return EDLSSQualityMode::DLAA; } } #endif bool UDLSSLibrary::IsDLSSModeSupported(UDLSSMode DLSSMode) { const UEnum* Enum = StaticEnum(); // UEnums are strongly typed, but then one can also cast a byte to an UEnum ... if (Enum->IsValidEnumValue(int64(DLSSMode)) && (Enum->GetMaxEnumValue() != int64(DLSSMode))) { if (DLSSMode == UDLSSMode::Off) { return true; } #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLSSModeSupported should not be called before PostEngineInit")); return false; } if (!IsDLSSSupported()) { return false; } else if (DLSSMode == UDLSSMode::Auto) { // support for auto quality mode was dropped with UE 5.1 (except as a way to ask for optimal screen percentage for a given resolution) return false; } else { return DLSSUpscaler->IsQualityModeSupported(ToEDLSSQualityMode(DLSSMode)); } #else return false; #endif } else { #if !UE_BUILD_SHIPPING FFrame::KismetExecutionMessage(*FString::Printf( TEXT("IsDLSSModeSupported should not be called with an invalid DLSSMode enum value (%d) \"%s\""), int64(DLSSMode), *StaticEnum()->GetDisplayNameTextByValue(int64(DLSSMode)).ToString()), ELogVerbosity::Error, IsDLSSModeSupportedInvalidEnumValueError); #endif return false; } } void UDLSSLibrary::GetDLSSModeInformation(UDLSSMode DLSSMode, FVector2D ScreenResolution, bool& bIsSupported, float& OptimalScreenPercentage, bool& bIsFixedScreenPercentage, float& MinScreenPercentage, float& MaxScreenPercentage, float& OptimalSharpness) { // fall back to TAA for unsupported or DLSS off OptimalScreenPercentage = 0.0f; bIsFixedScreenPercentage = false; MinScreenPercentage = 100.0f * ISceneViewFamilyScreenPercentage::kMinTAAUpsampleResolutionFraction; MaxScreenPercentage = 100.0f * ISceneViewFamilyScreenPercentage::kMaxTAAUpsampleResolutionFraction; OptimalSharpness = 0.0f; #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSModeInformation should not be called before PostEngineInit")); bIsSupported = false; return; } #endif bIsSupported = IsDLSSModeSupported(DLSSMode); #if WITH_DLSS // Auto mode is never a "supported" mode but if DLSS is supported we still need to follow this code path to get optimal screen percentage if ((DLSSMode != UDLSSMode::Off) && bIsSupported || (DLSSMode == UDLSSMode::Auto) && IsDLSSSupported()) { EDLSSQualityMode EDLSSMode; if (DLSSMode != UDLSSMode::Auto) { EDLSSMode = ToEDLSSQualityMode(DLSSMode); } else { // Auto DLSS mode is based on total pixels float PixelsFloat = ScreenResolution.X * ScreenResolution.Y; int32 PixelsInt = (PixelsFloat < static_cast(MAX_int32)) ? static_cast(PixelsFloat) : MAX_int32; TOptional MaybeDLSSMode = DLSSUpscaler->GetAutoQualityModeFromPixels(PixelsInt); if (!MaybeDLSSMode.IsSet()) { // DLSS Off return; } EDLSSMode = MaybeDLSSMode.GetValue(); } bIsFixedScreenPercentage = DLSSUpscaler->IsFixedResolutionFraction(EDLSSMode); OptimalScreenPercentage = 100.0f * DLSSUpscaler->GetOptimalResolutionFractionForQuality(EDLSSMode); MinScreenPercentage = 100.0f * DLSSUpscaler->GetMinResolutionFractionForQuality(EDLSSMode); MaxScreenPercentage = 100.0f * DLSSUpscaler->GetMaxResolutionFractionForQuality(EDLSSMode); OptimalSharpness = DLSSUpscaler->GetOptimalSharpnessForQuality(EDLSSMode); } #endif } void UDLSSLibrary::GetDLSSScreenPercentageRange(float& MinScreenPercentage, float& MaxScreenPercentage) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSScreenPercentageRange should not be called before PostEngineInit")); MinScreenPercentage = 100.0f; MaxScreenPercentage = 100.0f; return; } if (IsDLSSSupported()) { MinScreenPercentage = 100.0f * DLSSUpscaler->GetMinUpsampleResolutionFraction(); MaxScreenPercentage = 100.0f * DLSSUpscaler->GetMaxUpsampleResolutionFraction(); } else #endif { MinScreenPercentage = 100.0f; MaxScreenPercentage = 100.0f; } } TArray UDLSSLibrary::GetSupportedDLSSModes() { TArray SupportedQualityModes; #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetSupportedDLSSModes should not be called before PostEngineInit")); return SupportedQualityModes; } #endif { const UEnum* Enum = StaticEnum(); for (int32 EnumIndex = 0; EnumIndex < Enum->NumEnums(); ++EnumIndex) { const int64 EnumValue = Enum->GetValueByIndex(EnumIndex); if (EnumValue != Enum->GetMaxEnumValue()) { const UDLSSMode QualityMode = UDLSSMode(EnumValue); if (IsDLSSModeSupported(QualityMode)) { SupportedQualityModes.Add(QualityMode); } } } } return SupportedQualityModes; } bool UDLSSLibrary::IsDLSSSupported() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLSSSupported should not be called before PostEngineInit")); return false; } return QueryDLSSSupport() == UDLSSSupport::Supported; #else return false; #endif } UDLSSSupport UDLSSLibrary::QueryDLSSSupport() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("QueryDLSSSRSupport should not be called before PostEngineInit")); return UDLSSSupport::NotSupported; } #endif return DLSSSRSupport; } bool UDLSSLibrary::IsDLSSRRSupported() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLSSRRSupported should not be called before PostEngineInit")); return false; } return QueryDLSSRRSupport() == UDLSSSupport::Supported; #else return false; #endif } UDLSSSupport UDLSSLibrary::QueryDLSSRRSupport() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("QueryDLSSRRSupport should not be called before PostEngineInit")); return UDLSSSupport::NotSupported; } #endif return DLSSRRSupport; } void UDLSSLibrary::GetDLSSMinimumDriverVersion(int32& MinDriverVersionMajor, int32& MinDriverVersionMinor) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSMinimumDriverVersion should not be called before PostEngineInit")); } MinDriverVersionMajor = MinDLSSSRDriverVersionMajor; MinDriverVersionMinor = MinDLSSSRDriverVersionMinor; #else MinDriverVersionMajor = 0; MinDriverVersionMinor = 0; #endif } void UDLSSLibrary::GetDLSSRRMinimumDriverVersion(int32& MinDriverVersionMajor, int32& MinDriverVersionMinor) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSRRMinimumDriverVersion should not be called before PostEngineInit")); } MinDriverVersionMajor = MinDLSSRRDriverVersionMajor; MinDriverVersionMinor = MinDLSSRRDriverVersionMinor; #else MinDriverVersionMajor = 0; MinDriverVersionMinor = 0; #endif } void UDLSSLibrary::EnableDLSS(bool bEnabled) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("EnableDLSS should not be called before PostEngineInit")); return; } const bool bDLSSSupported = (DLSSSRSupport == UDLSSSupport::Supported); if (!bDLSSSupported) { return; } static IConsoleVariable* CVarDLSSEnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.Enable")); if (CVarDLSSEnable) { CVarDLSSEnable->Set(bEnabled ? 1 : 0, ECVF_SetByCommandline); // Spatial upscalers such as NIS might set this to 0, but we need r.TemporalAA.Upscaler to be 1 for DLSS to work. // but we don't want to change the Cvar if DLSS is not active as to avoid impacting other code paths // we don't need to set r.TemporalAA.Upsampling since r.TemporalAA.Upscaler implies that if (bEnabled) { static const auto CVarTemporalAAUpscaler = IConsoleManager::Get().FindConsoleVariable(TEXT("r.TemporalAA.Upscaler")); CVarTemporalAAUpscaler->Set(1, ECVF_SetByCommandline); // restore denoising state in case it was disabled before EnableDLSSRR(bDenoisingRequested); } else if (IsDLSSRREnabled()) { // Denoising currently only runs as an upscaler pass, so if DLSS-SR is disabled, we automatically disable DLSS-RR as well EnableDLSSRR(false); bDenoisingRequested = true; UE_LOG(LogDLSSBlueprint, Warning, TEXT("DLSS denoising unsupported without DLSS super resolution, disabled denoising")); } } #endif } void UDLSSLibrary::EnableDLSSRR(bool bEnabled) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("EnableDLSSRR should not be called before PostEngineInit")); return; } const bool bDLSSRRSupported = (DLSSRRSupport == UDLSSSupport::Supported); if (!bDLSSRRSupported) { return; } bDenoisingRequested = bEnabled; static IConsoleVariable* CVarDLSSRREnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.DenoiserMode")); const bool bDLSSRREnabled = CVarDLSSRREnable->GetInt() != 0; if (bDLSSRREnabled == bEnabled) { return; } // Denoising currently only runs as an upscaler pass, so only enable DLSS-RR if DLSS-SR is enabled if (bEnabled && IsDLSSEnabled()) { CVarDLSSRREnable->Set(1); PreviousShadowDenoiser = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.Denoiser"))->GetInt(); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.Denoiser"))->Set(0); PreviousLumenSSR = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.ScreenSpaceReconstruction"))->GetInt(); PreviousLumenTemporal = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.Temporal"))->GetInt(); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.ScreenSpaceReconstruction"))->Set(0); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.Temporal"))->Set(0); static const auto CVarTemporalAAUpscaler = IConsoleManager::Get().FindConsoleVariable(TEXT("r.TemporalAA.Upscaler")); CVarTemporalAAUpscaler->Set(1, ECVF_SetByCommandline); int LumenBilateralFilter = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.BilateralFilter"))->GetInt(); if (LumenBilateralFilter != 0) { // engine bug in 5.2 and 5.3 prevents us from changing the value of this cvar from Blueprints UE_LOG(LogDLSSBlueprint, Warning, TEXT("r.Lumen.Reflections.BilateralFilter should be disabled when DLSS Ray Reconstruction is enabled")); } } else if (!bEnabled) { CVarDLSSRREnable->Set(0); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.Denoiser"))->Set(PreviousShadowDenoiser); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.ScreenSpaceReconstruction"))->Set(PreviousLumenSSR); IConsoleManager::Get().FindConsoleVariable(TEXT("r.Lumen.Reflections.Temporal"))->Set(PreviousLumenTemporal); } #endif } bool UDLSSLibrary::IsDLSSEnabled() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLSSEnabled should not be called before PostEngineInit")); return false; } // if NGX library loading was disabled, DLSS will be unsupported const bool bDLSSSupported = (DLSSSRSupport == UDLSSSupport::Supported); static const IConsoleVariable* CVarDLSSEnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.Enable")); const bool bDLSSEnabled = CVarDLSSEnable && (CVarDLSSEnable->GetInt() != 0); return bDLSSSupported && bDLSSEnabled; #else return false; #endif } bool UDLSSLibrary::IsDLSSRREnabled() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLSSRREnabled should not be called before PostEngineInit")); return false; } // if NGX library loading was disabled, DLSS will be unsupported const bool bDLSSSupported = (DLSSSRSupport == UDLSSSupport::Supported); static const IConsoleVariable* CVarDLSSDenoiserMode = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.DenoiserMode")); const bool bDLSSRREnabled = CVarDLSSDenoiserMode && (CVarDLSSDenoiserMode->GetInt() != 0); return bDLSSSupported && bDLSSRREnabled; #else return false; #endif } // deprecated void UDLSSLibrary::EnableDLAA(bool bEnabled) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("EnableDLAA should not be called before PostEngineInit")); return; } const bool bDLAASupported = (DLSSSRSupport == UDLSSSupport::Supported); bDLAAEnabledDeprecated = bDLAASupported && bEnabled; if (bDLAAEnabledDeprecated) { EnableDLSS(true); } else { // fall back to last set DLSS mode SetDLSSMode(nullptr, CurrentDLSSModeDeprecated); } #endif } // deprecated bool UDLSSLibrary::IsDLAAEnabled() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("IsDLAAEnabled should not be called before PostEngineInit")); return false; } const bool bDLAASupported = (DLSSSRSupport == UDLSSSupport::Supported); return bDLAASupported && bDLAAEnabledDeprecated; #else return false; #endif } // deprecated void UDLSSLibrary::SetDLSSMode(UObject* WorldContextObject, UDLSSMode DLSSMode) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("SetDLSSMode should not be called before PostEngineInit")); return; } const UEnum* Enum = StaticEnum(); // UEnums are strongly typed, but then one can also cast a byte to an UEnum ... if(Enum->IsValidEnumValue(int64(DLSSMode)) && (Enum->GetMaxEnumValue() != int64(DLSSMode))) { CurrentDLSSModeDeprecated = DLSSMode; const bool bDLSSSupported = (DLSSSRSupport == UDLSSSupport::Supported); TOptional MaybeQualityMode{}; if (bDLSSSupported) { if ((DLSSMode != UDLSSMode::Off) && (DLSSMode != UDLSSMode::Auto)) { MaybeQualityMode = ToEDLSSQualityMode(DLSSMode); } } static IConsoleVariable* CVarScreenPercentage = IConsoleManager::Get().FindConsoleVariable(TEXT("r.ScreenPercentage")); if (MaybeQualityMode.IsSet() && DLSSUpscaler->IsQualityModeSupported(*MaybeQualityMode)) { // enable DLSS, and set screen percentage for backward compatibility with earlier plugin versions float OptimalScreenPercentage = 100.0f * DLSSUpscaler->GetOptimalResolutionFractionForQuality(*MaybeQualityMode); if (CVarScreenPercentage != nullptr) { EConsoleVariableFlags Priority = static_cast(CVarScreenPercentage->GetFlags() & ECVF_SetByMask); CVarScreenPercentage->Set(OptimalScreenPercentage, Priority); } EnableDLSS(true); } else { // disable DLSS, and set screen percentage to 100 for backward compatibility with earlier plugin versions if (CVarScreenPercentage != nullptr) { EConsoleVariableFlags Priority = static_cast(CVarScreenPercentage->GetFlags() & ECVF_SetByMask); CVarScreenPercentage->Set(100.0f, Priority); } // don't override DLAA if DLAA is still enabled if (!bDLAAEnabledDeprecated) { EnableDLSS(false); } } if (DLSSMode != UDLSSMode::Off) { #if !UE_BUILD_SHIPPING check(IsInGameThread()); DLSSErrorState.bIsDLSSModeUnsupported = !IsDLSSModeSupported(DLSSMode); DLSSErrorState.InvalidDLSSMode = DLSSMode; #endif } } else { #if !UE_BUILD_SHIPPING FFrame::KismetExecutionMessage(*FString::Printf( TEXT("SetDLSSMode should not be called with an invalid DLSSMode enum value (%d) \"%s\""), int64(DLSSMode), *StaticEnum()->GetDisplayNameTextByValue(int64(DLSSMode)).ToString()), ELogVerbosity::Error, SetDLSSModeInvalidEnumValueError); #endif } #endif // WITH_DLSS } // deprecated UDLSSMode UDLSSLibrary::GetDLSSMode() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSMode should not be called before PostEngineInit")); return UDLSSMode::Off; } static const auto CVarTemporalAAUpscaler = IConsoleManager::Get().FindConsoleVariable(TEXT("r.TemporalAA.Upscaler")); const bool bTemporalUpscalerActive = CVarTemporalAAUpscaler && CVarTemporalAAUpscaler->GetInt() != 0; const bool bDLSSSupported = (DLSSSRSupport == UDLSSSupport::Supported); static const auto CVarDLSSEnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.Enable")); const bool bDLSSEnabled = CVarDLSSEnable && CVarDLSSEnable->GetInt(); if (bDLAAEnabledDeprecated) { // DLSS is mutually exclusive with DLAA, DLAA wins return UDLSSMode::Off; } else if (bTemporalUpscalerActive && bDLSSSupported && bDLSSEnabled) { return CurrentDLSSModeDeprecated; } #endif return UDLSSMode::Off; } #ifndef ENGINE_CAN_SUPPORT_NIS_PLUGIN #define ENGINE_CAN_SUPPORT_NIS_PLUGIN 1 #endif // deprecated void UDLSSLibrary::SetDLSSSharpness(float Sharpness) { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("SetDLSSSharpness should not be called before PostEngineInit")); return; } static const auto CVarNGXDLSSharpness = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.Sharpness")); if (CVarNGXDLSSharpness) { #if ENGINE_CAN_SUPPORT_NIS_PLUGIN static const auto CVarNISSharpness = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NIS.Sharpness")); static const auto CVarNISEnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NIS.Enable")); const bool bHasNISPlugin = CVarNISSharpness != nullptr && CVarNISEnable != nullptr; const bool bIsNISEnabled = bHasNISPlugin && CVarNISEnable->GetBool(); if (bHasNISPlugin && bIsNISEnabled) { const int32 PreferNISSharpen = CVarNGXDLSSPreferNISSharpen.GetValueOnAnyThread(); const bool bUseNISSharpen = PreferNISSharpen == 1 || (PreferNISSharpen == 2 && Sharpness > 0); if (bUseNISSharpen) { Sharpness = FMath::Clamp(Sharpness, 0.0f, 1.0f); } // Quantize here so we can have sharpness snap to 0, which downstream is used to turn off the NGX sharpening flag // CVarNGXDLSSharpness->Set(Sharpness, ECVF_SetByCommandline) internally uses Set(*FString::Printf(TEXT("%g"), InValue), SetBy); CVarNGXDLSSharpness->Set(*FString::Printf(TEXT("%2.2f"), bUseNISSharpen ? 0.0f : Sharpness), ECVF_SetByCommandline); CVarNISSharpness->Set( *FString::Printf(TEXT("%2.2f"), bUseNISSharpen ? Sharpness : 0.0f), ECVF_SetByCommandline); } else #endif // ENGINE_CAN_SUPPORT_NIS_PLUGIN { // Quantize here so we can have sharpness snap to 0, which downstream is used to turn off the NGX sharpening flag // CVarNGXDLSSharpness->Set(Sharpness, ECVF_SetByCommandline) internally uses Set(*FString::Printf(TEXT("%g"), InValue), SetBy); CVarNGXDLSSharpness->Set(*FString::Printf(TEXT("%2.2f"), Sharpness), ECVF_SetByCommandline); } } #endif } // deprecated float UDLSSLibrary::GetDLSSSharpness() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDLSSSharpness should not be called before PostEngineInit")); return 0.0f; } static const auto CVarNGXDLSSharpness = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NGX.DLSS.Sharpness")); if (CVarNGXDLSSharpness) { #if ENGINE_CAN_SUPPORT_NIS_PLUGIN static const auto CVarNISSharpness = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NIS.Sharpness")); static const auto CVarNISEnable = IConsoleManager::Get().FindConsoleVariable(TEXT("r.NIS.Enable")); const bool bHasNISPlugin = CVarNISSharpness != nullptr && CVarNISEnable != nullptr; const bool bIsNISEnabled = bHasNISPlugin && CVarNISEnable->GetBool(); const int32 PreferNISSharpen = CVarNGXDLSSPreferNISSharpen.GetValueOnAnyThread(); if (bHasNISPlugin && bIsNISEnabled && (PreferNISSharpen == 1)) { return CVarNISSharpness->GetFloat(); } else if (bHasNISPlugin && bIsNISEnabled && (PreferNISSharpen == 2)) { const float DLSSSharpness = CVarNGXDLSSharpness->GetFloat(); if (DLSSSharpness < 0) { return DLSSSharpness; } else { return CVarNISSharpness->GetFloat(); } } else #endif { return CVarNGXDLSSharpness->GetFloat(); } } #endif return 0.0f; } UDLSSMode UDLSSLibrary::GetDefaultDLSSMode() { #if WITH_DLSS if (!TryInitDLSSLibrary()) { UE_LOG(LogDLSSBlueprint, Error, TEXT("GetDefaultDLSSMode should not be called before PostEngineInit")); return UDLSSMode::Off; } #endif if (UDLSSLibrary::IsDLSSSupported()) { return UDLSSMode::Quality; } else { return UDLSSMode::Off; } } #if WITH_DLSS static UDLSSSupport ToUDLSSSupport(EDLSSSupport InDLSSSupport) { switch (InDLSSSupport) { case EDLSSSupport::Supported: return UDLSSSupport::Supported; // this should be resolved at development time default: checkf(false, TEXT("ToUDLSSSupport should not be called with an out of range InDLSSSupport from the higher level code")); case EDLSSSupport::NotSupported: return UDLSSSupport::NotSupported; case EDLSSSupport::NotSupportedIncompatibleHardware: return UDLSSSupport::NotSupportedIncompatibleHardware; case EDLSSSupport::NotSupportedDriverOutOfDate: return UDLSSSupport::NotSupportedDriverOutOfDate; case EDLSSSupport::NotSupportedOperatingSystemOutOfDate: return UDLSSSupport::NotSupportedOperatingSystemOutOfDate; case EDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive: return UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive; } } // Delayed initialization, which allows this module to be available early so blueprints can be loaded before DLSS is available in PostEngineInit bool UDLSSLibrary::TryInitDLSSLibrary() { if (bDLSSLibraryInitialized) { return true; } // Register this before we bail out so we can show error messages #if !UE_BUILD_SHIPPING if (!DLSSOnScreenMessagesDelegateHandle.IsValid()) { DLSSOnScreenMessagesDelegateHandle = FCoreDelegates::OnGetOnScreenMessages.AddStatic(&GetDLSSOnScreenMessages); } #endif IDLSSModuleInterface* DLSSModule = FModuleManager::GetModulePtr(TEXT("DLSS")); if (DLSSModule == nullptr) { return false; } DLSSUpscaler = DLSSModule->GetDLSSUpscaler(); DLSSSRSupport = ToUDLSSSupport(DLSSModule->QueryDLSSSRSupport()); DLSSRRSupport = ToUDLSSSupport(DLSSModule->QueryDLSSRRSupport()); DLSSModule->GetDLSSSRMinDriverVersion(MinDLSSSRDriverVersionMajor, MinDLSSSRDriverVersionMinor); DLSSModule->GetDLSSRRMinDriverVersion(MinDLSSRRDriverVersionMajor, MinDLSSRRDriverVersionMinor); checkf((DLSSModule->GetDLSSUpscaler() != nullptr) || (DLSSModule->QueryDLSSSRSupport() != EDLSSSupport::Supported), TEXT("mismatch between not having a valid DLSSModule->GetDLSSUpscaler() while also reporting DLSS as being supported by DLSSModule->QueryDLSSSRSupport() %u "), DLSSModule->QueryDLSSSRSupport()); bDLSSLibraryInitialized = true; return true; } #endif // WITH_DLSS void FDLSSBlueprintModule::StartupModule() { // write the plugin version to the log // we use the DLSSBlueprint module to write this information because it is loaded on all platforms, in an early loading phase TSharedPtr ThisPlugin = IPluginManager::Get().FindPlugin(TEXT("DLSS")); UE_LOG(LogDLSSBlueprint, Log, TEXT("Loaded DLSS-SR plugin version %s"), *ThisPlugin->GetDescriptor().VersionName); #if WITH_DLSS // This initialization will likely not succeed unless this module has been moved to PostEngineInit, and that's ok UDLSSLibrary::TryInitDLSSLibrary(); #else UE_LOG(LogDLSSBlueprint, Log, TEXT("DLSS is not supported on this platform at build time. The DLSS Blueprint library however is supported and stubbed out to ignore any calls to enable DLSS and will always return UDLSSSupport::NotSupportedByPlatformAtBuildTime, regardless of the underlying hardware. This can be used to e.g. to turn off DLSS related UI elements.")); UDLSSLibrary::DLSSSRSupport = UDLSSSupport::NotSupportedByPlatformAtBuildTime; #endif } void FDLSSBlueprintModule::ShutdownModule() { #if WITH_DLSS && !UE_BUILD_SHIPPING if (UDLSSLibrary::DLSSOnScreenMessagesDelegateHandle.IsValid()) { FCoreDelegates::OnGetOnScreenMessages.Remove(UDLSSLibrary::DLSSOnScreenMessagesDelegateHandle); UDLSSLibrary::DLSSOnScreenMessagesDelegateHandle.Reset(); } #endif } #undef LOCTEXT_NAMESPACE IMPLEMENT_MODULE(FDLSSBlueprintModule, DLSSBlueprint)