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

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6.5 KiB
C++

/*
* 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 "Containers/StaticArray.h"
#include "Modules/ModuleManager.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "StreamlineLibrary.generated.h"
//namespace sl
//{
// struct Version;
//}
// That should be updated if new BP libraries are added for new featurew
#define STREAMLINE_LIBARY_KEYWORDS "DLSS-G, Reflex, DeepDVC, Streamline"
UENUM(BlueprintType)
enum class UStreamlineFeature : uint8
{
DLSSG UMETA(DisplayName = "DLSS Frame Generation"),
Reflex UMETA(DisplayName = "Reflex"),
DeepDVC UMETA(DisplayName = "DeepDVC"),
Count UMETA(Hidden)
};
UENUM(BlueprintType)
enum class UStreamlineFeatureSupport : uint8
{
Supported UMETA(DisplayName = "Supported"),
NotSupported UMETA(DisplayName = "Not Supported"),
NotSupportedIncompatibleHardware UMETA(DisplayName = "Incompatible Hardware", ToolTip = "This feature requires an NVIDIA RTX GPU"),
NotSupportedDriverOutOfDate UMETA(DisplayName = "Driver Out of Date", ToolTip = "The driver is outdated. Also see GetStreamlineFeatureGMinimumDriverVersion"),
NotSupportedOperatingSystemOutOfDate UMETA(DisplayName = "Operating System Out of Date", ToolTip = "The Operating System is outdated. Also see GetStreamlineFeatureMinimumOperatingSystemVersion"),
NotSupportedHardewareSchedulingDisabled UMETA(DisplayName = "Hardware Scheduling Disabled", ToolTip = "This feature requires Windows Hardware Scheduling to be Enabled"),
NotSupportedByRHI UMETA(DisplayName = "Not supported by RHI", ToolTip = "This RHI doesn't not support this feature run time."),
NotSupportedByPlatformAtBuildTime UMETA(DisplayName = "Platform Not Supported At Build Time", ToolTip = "This platform doesn't not support this feature at build time. Currently this feature is only supported on Windows 64"),
NotSupportedIncompatibleAPICaptureToolActive UMETA(DisplayName = "Incompatible API Capture Tool Active", ToolTip = "This feature is not compatible with an active API capture tool such as RenderDoc.")
};
UENUM(BlueprintType, meta = (Bitflags))
enum class UStreamlineFeatureRequirementsFlags : uint8
{
None = 0,
D3D11Supported = 1 << 0,
D3D12Supported = 1 << 1,
VulkanSupported = 1 << 2,
VSyncOffRequired = 1 << 3,
HardwareSchedulingRequired = 1 << 4
};
ENUM_CLASS_FLAGS(UStreamlineFeatureRequirementsFlags)
USTRUCT(BlueprintType)
struct FStreamlineVersion
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
int32 Major = 0;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
int32 Minor = 0;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
int32 Build = 0;
};
static_assert(uint8(UStreamlineFeature::Count) == 3u, "dear NVIDIA plugin developer, please update the Keywords below handle the new enum values");
USTRUCT(BlueprintType)
struct FStreamlineFeatureRequirements
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
UStreamlineFeatureSupport Support = UStreamlineFeatureSupport::NotSupportedByPlatformAtBuildTime;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
UStreamlineFeatureRequirementsFlags Requirements = UStreamlineFeatureRequirementsFlags::None;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
FStreamlineVersion RequiredOperatingSystemVersion;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
FStreamlineVersion DetectedOperatingSystemVersion;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
FStreamlineVersion RequiredDriverVersion;
UPROPERTY(BlueprintReadWrite, Category = "Streamline")
FStreamlineVersion DetectedDriverVersion;
};
UCLASS(MinimalAPI)
class UStreamlineLibrary : public UBlueprintFunctionLibrary
{
friend class FStreamlineBlueprintModule;
GENERATED_BODY()
public:
/** Checks whether a Streamline feature is supported by the current GPU. Further details can be retrieved via QueryStreamlineFeatureSupport*/
UFUNCTION(BlueprintPure, Category = "Streamline", meta = (DisplayName = "Get NVIDIA Streamline Feature information", Keywords = "Reflex, DLSS-G, DeepDVC"))
static STREAMLINEBLUEPRINT_API FStreamlineFeatureRequirements GetStreamlineFeatureInformation(UStreamlineFeature Feature);
UFUNCTION(BlueprintPure, Category = "Streamline", meta = (/*DisplayName = "Get Streamline Feature Requirements", */Keywords = "Reflex, DLSS-G, DeepDVC"))
static STREAMLINEBLUEPRINT_API void BreakStreamlineFeatureRequirements(UStreamlineFeatureRequirementsFlags Requirements, bool& D3D11Supported, bool& D3D12Supported, bool& VulkanSupported, bool& VSyncOffRequired, bool& HardwareSchedulingRequired);
/** Checks whether a Streamline feature is supported by the current GPU. Further details can be retrieved via QueryStreamlineFeatureSupport*/
UFUNCTION(BlueprintPure, Category = "Streamline", meta = (DisplayName = "Is NVIDIA Streamline Feature Supported", Keywords = "Reflex, DLSS-G, DeepDVC" ))
static STREAMLINEBLUEPRINT_API bool IsStreamlineFeatureSupported(UStreamlineFeature Feature);
/** Checks whether Streamline feature is supported by the current GPU */
UFUNCTION(BlueprintPure, Category = "Streamline", meta = (DisplayName = "Query NVIDIA Streamline Feature Support", Keywords = "Reflex, DLSS-G, DeepDVC"))
static STREAMLINEBLUEPRINT_API UStreamlineFeatureSupport QueryStreamlineFeatureSupport(UStreamlineFeature Feature);
static STREAMLINEBLUEPRINT_API void RegisterFeatureSupport(UStreamlineFeature Feature, UStreamlineFeatureSupport Support);
protected:
static void Startup();
static void Shutdown();
private:
static TStaticArray<FStreamlineFeatureRequirements, static_cast<uint8>(UStreamlineFeature::Count)> Features;
static bool bStreamlineLibraryInitialized;
static bool TryInitStreamlineLibrary();
};
// TODO maybe move inter SL plugin stuff into a separate header?
#if WITH_STREAMLINE
#include "StreamlineCore.h"
STREAMLINEBLUEPRINT_API UStreamlineFeatureSupport ToUStreamlineFeatureSupport(EStreamlineFeatureSupport Support);
#endif
class FStreamlineBlueprintModule final : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
};