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151 lines
7.7 KiB
151 lines
7.7 KiB
using System;
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using System.Collections.Generic;
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using FidelityFX;
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using FidelityFX.FSR3;
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using UnityEngine.Experimental.Rendering;
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#if UNITY_STANDALONE_WIN
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using AMDUP = UnityEngine.AMD;
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#endif
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namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
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{
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/// <summary>
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/// Custom upscaler plugin that uses the open source port of FSR3 to Unity.
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/// This eschews using native plugins, instead using portable code that will work on any platform that supports compute shaders.
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/// </summary>
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public class FSR3UpscalerPlugin: UpscalerPlugin
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{
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public static bool EnableDebugView { get; set; } = false;
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private Fsr3UpscalerAssets _assets;
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public override string name => "FSR 3.1";
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public override bool isSupported => SystemInfo.supportsComputeShaders;
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public override bool includesSharpening => true;
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public override bool supportsAlpha => true;
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public override bool Load()
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{
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if (_assets != null)
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return true;
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_assets = Resources.Load<Fsr3UpscalerAssets>("FSR3 Upscaler Assets");
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return _assets != null;
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}
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public override bool IsLoaded() => _assets != null;
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public override UpscalerContext CreateContext(in FSR2CommandInitializationData initSettings)
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{
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var context = new FSR3UpscalerContext(in initSettings);
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context.Init(_assets);
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return context;
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}
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public override void DestroyContext(UpscalerContext context)
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{
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switch (context)
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{
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case FSR3UpscalerContext managedContext:
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managedContext.Destroy();
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break;
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}
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}
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public override bool GetRenderResolutionFromQualityMode(FSR2Quality qualityMode, uint displayWidth, uint displayHeight, out uint renderWidth, out uint renderHeight)
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{
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Fsr3Upscaler.GetRenderResolutionFromQualityMode(out int rw, out int rh, (int)displayWidth, (int)displayHeight, (Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
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renderWidth = (uint)rw;
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renderHeight = (uint)rh;
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return true;
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}
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public override float GetUpscaleRatioFromQualityMode(FSR2Quality qualityMode)
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{
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return Fsr3Upscaler.GetUpscaleRatioFromQualityMode((Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
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}
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}
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public class FSR3UpscalerContext : UpscalerContext
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{
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private readonly Fsr3UpscalerContext _context = new();
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private readonly Fsr3Upscaler.DispatchDescription _dispatchDescription = new();
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private readonly FSR2CommandInitializationData _initData;
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private Texture2DArray _clearTextureArray;
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internal FSR3UpscalerContext(in FSR2CommandInitializationData initSettings)
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{
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_initData = initSettings;
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}
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internal void Init(Fsr3UpscalerAssets assets)
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{
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Fsr3Upscaler.InitializationFlags flags = 0;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableHighDynamicRange)) flags |= Fsr3Upscaler.InitializationFlags.EnableHighDynamicRange;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDisplayResolutionMotionVectors)) flags |= Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableMotionVectorsJitterCancellation)) flags |= Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.DepthInverted)) flags |= Fsr3Upscaler.InitializationFlags.EnableDepthInverted;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDepthInfinite)) flags |= Fsr3Upscaler.InitializationFlags.EnableDepthInfinite;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableAutoExposure)) flags |= Fsr3Upscaler.InitializationFlags.EnableAutoExposure;
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if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDynamicResolution)) flags |= Fsr3Upscaler.InitializationFlags.EnableDynamicResolution;
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//Debug.Log($"Initializing FSR3 with max render size: {_initData.maxRenderSizeWidth}x{_initData.maxRenderSizeHeight}, display size: {_initData.displaySizeWidth}x{_initData.displaySizeHeight}, flags: {flags}");
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_context.Create(new Fsr3Upscaler.ContextDescription
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{
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MaxUpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight),
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MaxRenderSize = new Vector2Int((int)_initData.maxRenderSizeWidth, (int)_initData.maxRenderSizeHeight),
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Flags = flags,
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Shaders = assets.shaders,
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});
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_clearTextureArray = new Texture2DArray(1, 1, TextureXR.slices, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None);
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for (int i = 0; i < TextureXR.slices; ++i) _clearTextureArray.SetPixels(new[] { Color.clear, }, i);
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_clearTextureArray.Apply();
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}
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internal void Destroy()
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{
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CoreUtils.Destroy(_clearTextureArray);
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_context.Destroy();
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}
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public override void Execute(CommandBuffer cmd, in FSR2CommandExecutionData executeData, in FSR2TextureTable textures)
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{
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bool useTextureArrays = TextureXR.useTexArray && textures.colorInput.dimension == TextureDimension.Tex2DArray;
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ResourceView clearTexture = useTextureArrays ? new ResourceView(_clearTextureArray) : new ResourceView();
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_dispatchDescription.Color = new ResourceView(textures.colorInput);
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_dispatchDescription.Depth = new ResourceView(textures.depth);
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_dispatchDescription.MotionVectors = new ResourceView(textures.motionVectors);
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_dispatchDescription.Exposure = textures.exposureTexture != null ? new ResourceView(textures.exposureTexture) : new ResourceView();
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_dispatchDescription.Reactive = textures.biasColorMask != null ? new ResourceView(textures.biasColorMask) : clearTexture;
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_dispatchDescription.TransparencyAndComposition = textures.transparencyMask != null ? new ResourceView(textures.transparencyMask) : clearTexture;
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_dispatchDescription.Output = new ResourceView(textures.colorOutput);
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_dispatchDescription.JitterOffset = new Vector2(executeData.jitterOffsetX, executeData.jitterOffsetY);
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_dispatchDescription.MotionVectorScale = new Vector2(executeData.MVScaleX, executeData.MVScaleY);
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_dispatchDescription.RenderSize = new Vector2Int((int)executeData.renderSizeWidth, (int)executeData.renderSizeHeight);
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_dispatchDescription.UpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight);
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_dispatchDescription.InputResourceSize = new Vector2Int(textures.colorInput.width, textures.colorInput.height);
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_dispatchDescription.EnableSharpening = executeData.enableSharpening != 0;
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_dispatchDescription.Sharpness = executeData.sharpness;
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_dispatchDescription.FrameTimeDelta = executeData.frameTimeDelta / 1000f;
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_dispatchDescription.PreExposure = executeData.preExposure;
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_dispatchDescription.Reset = executeData.reset != 0;
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_dispatchDescription.CameraNear = executeData.cameraNear;
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_dispatchDescription.CameraFar = executeData.cameraFar;
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_dispatchDescription.CameraFovAngleVertical = executeData.cameraFovAngleVertical;
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_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
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_dispatchDescription.Flags = FSR3UpscalerPlugin.EnableDebugView ? Fsr3Upscaler.DispatchFlags.DrawDebugView : 0;
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_dispatchDescription.UseTextureArrays = useTextureArrays;
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_context.Dispatch(_dispatchDescription, cmd);
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}
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}
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}
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