# This file is part of the FidelityFX SDK. # # Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved. # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. cmake_minimum_required(VERSION 3.15) set(CMAKE_DEBUG_POSTFIX d) option (FFX_FSR2_API_DX12 "Build FSR 2.0 DX12 backend" ON) option (FFX_FSR2_API_VK "Build FSR 2.0 Vulkan backend" ON) set(FSR2_AUTO_COMPILE_SHADERS ON CACHE BOOL "Compile shaders automatically as a prebuild step.") if(CMAKE_GENERATOR STREQUAL "Ninja") set(USE_DEPFILE TRUE) else() set(USE_DEPFILE FALSE) endif() if(CMAKE_GENERATOR STREQUAL "Visual Studio 16 2019") set(FSR2_VS_VERSION 2019) endif() if(CMAKE_GENERATOR_PLATFORM STREQUAL "x64" OR CMAKE_EXE_LINKER_FLAGS STREQUAL "/machine:x64") set(FSR2_PLATFORM_NAME x64) elseif(CMAKE_GENERATOR_PLATFORM STREQUAL "Win32" OR CMAKE_EXE_LINKER_FLAGS STREQUAL "/machine:X86") set(FSR2_PLATFORM_NAME x86) else() message(FATAL_ERROR "Unsupported target platform - only supporting x64 and Win32 currently") endif() # Embed PDBs in the debug versions of the libs set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /Z7") # Write both debug and release versions of the static libs to the /lib folder as they are uniquely named set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${CMAKE_HOME_DIRECTORY}/bin/ffx_fsr2_api/) set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_HOME_DIRECTORY}/bin/ffx_fsr2_api/) add_compile_definitions(_UNICODE) add_compile_definitions(UNICODE) #add_compile_definitions(FSR2_VERSION_MAJOR=0) #add_compile_definitions(FSR2_VERSION_MINOR=1) #add_compile_definitions(FSR2_VERSION_PATCH=0) if(FSR2_VS_VERSION STREQUAL 2015) message(NOTICE "Forcing the SDK path for VS 2015") set(CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION "10.0.18362.0") endif() set(FFX_SC_EXECUTABLE ${CMAKE_CURRENT_SOURCE_DIR}/../../tools/sc/FidelityFX_SC.exe) set(FFX_SC_BASE_ARGS -reflection -deps=gcc -DFFX_GPU=1 # Only reprojection is to do half for now -DFFX_FSR2_OPTION_UPSAMPLE_SAMPLERS_USE_DATA_HALF=0 -DFFX_FSR2_OPTION_ACCUMULATE_SAMPLERS_USE_DATA_HALF=0 -DFFX_FSR2_OPTION_REPROJECT_SAMPLERS_USE_DATA_HALF=1 -DFFX_FSR2_OPTION_POSTPROCESSLOCKSTATUS_SAMPLERS_USE_DATA_HALF=0 # Upsample uses lanczos approximation -DFFX_FSR2_OPTION_UPSAMPLE_USE_LANCZOS_TYPE=2 ) set(FFX_SC_PERMUTATION_ARGS # Reproject can use either reference lanczos or LUT -DFFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE={0,1} -DFFX_FSR2_OPTION_HDR_COLOR_INPUT={0,1} -DFFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS={0,1} -DFFX_FSR2_OPTION_JITTERED_MOTION_VECTORS={0,1} -DFFX_FSR2_OPTION_INVERTED_DEPTH={0,1} -DFFX_FSR2_OPTION_APPLY_SHARPENING={0,1}) file(GLOB SOURCES "${CMAKE_CURRENT_SOURCE_DIR}/*.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/*.h") if (FSR2_BUILD_AS_DLL) add_library(ffx_fsr2_api_${FSR2_PLATFORM_NAME} SHARED ${SOURCES}) else() add_library(ffx_fsr2_api_${FSR2_PLATFORM_NAME} STATIC ${SOURCES}) endif() # graphics api backends if(FFX_FSR2_API_DX12) message("Will build FSR2 library: DX12 backend") add_subdirectory(dx12) endif() if(FFX_FSR2_API_VK) message("Will build FSR2 library: Vulkan backend") add_subdirectory(vk) endif() # api source_group("source" FILES ${SOURCES}) set_source_files_properties(${SHADERS} PROPERTIES HEADER_FILE_ONLY TRUE)