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using System;
using System.Collections.Generic;
using FidelityFX;
using FidelityFX.FSR3;
using UnityEngine.Experimental.Rendering;
#if UNITY_STANDALONE_WIN
using AMDUP = UnityEngine.AMD;
#endif
namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
{
/// <summary>
/// Custom upscaler plugin that uses the open source port of FSR3 to Unity.
/// This eschews using native plugins, instead using portable code that will work on any platform that supports compute shaders.
/// </summary>
public class FSR3UpscalerPlugin: UpscalerPlugin
{
public static bool EnableDebugView { get; set; } = false;
private Fsr3UpscalerAssets _assets;
private bool _nativePluginLoaded;
public override string name => "FSR 3.1";
public override bool isSupported => SystemInfo.supportsComputeShaders;
public override bool includesSharpening => true;
public override bool supportsAlpha => !_nativePluginLoaded; // Managed Unity port has alpha upscaling built-in, the native AMD implementation doesn't
public override bool Load()
{
// Guess we're using native plugins after all!
// On Windows with supported graphics APIs, we use a drop-in replacement for Unity's plugin that implements FSR 3.1 through AMD's upgradable FidelityFX API.
// This allows AMD's GPU driver to hijack the plugin and transparently upgrade our implementation to FSR4 on supported graphics cards!
_nativePluginLoaded = false;
#if UNITY_STANDALONE_WIN
if (!Application.isEditor && SystemInfo.operatingSystemFamily == OperatingSystemFamily.Windows && SystemInfo.graphicsDeviceType is GraphicsDeviceType.Direct3D12 or GraphicsDeviceType.Vulkan)
{
try
{
if (AMDUP.AMDUnityPlugin.IsLoaded() || AMDUP.AMDUnityPlugin.Load())
{
_nativePluginLoaded = AMDUP.GraphicsDevice.device != null || AMDUP.GraphicsDevice.CreateGraphicsDevice() != null;
if (_nativePluginLoaded)
return true;
}
}
catch (DllNotFoundException)
{
_nativePluginLoaded = false;
}
}
#endif
if (_assets != null)
return true;
_assets = Resources.Load<Fsr3UpscalerAssets>("FSR3 Upscaler Assets");
return _assets != null;
}
public override bool IsLoaded() => _nativePluginLoaded || _assets != null;
public override UpscalerContext CreateContext(in FSR2CommandInitializationData initSettings)
{
#if UNITY_STANDALONE_WIN
if (_nativePluginLoaded)
{
var context = new FSR3NativeUpscalerContext(in initSettings);
context.Init();
return context;
}
else
#endif
{
var context = new FSR3UpscalerContext(in initSettings);
context.Init(_assets);
return context;
}
}
public override void DestroyContext(UpscalerContext context)
{
switch (context)
{
#if UNITY_STANDALONE_WIN
case FSR3NativeUpscalerContext nativeContext:
nativeContext.Destroy();
break;
#endif
case FSR3UpscalerContext managedContext:
managedContext.Destroy();
break;
}
}
public override bool GetRenderResolutionFromQualityMode(FSR2Quality qualityMode, uint displayWidth, uint displayHeight, out uint renderWidth, out uint renderHeight)
{
Fsr3Upscaler.GetRenderResolutionFromQualityMode(out int rw, out int rh, (int)displayWidth, (int)displayHeight, (Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
renderWidth = (uint)rw;
renderHeight = (uint)rh;
return true;
}
public override float GetUpscaleRatioFromQualityMode(FSR2Quality qualityMode)
{
return Fsr3Upscaler.GetUpscaleRatioFromQualityMode((Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
}
}
public class FSR3UpscalerContext : UpscalerContext
{
private readonly Fsr3UpscalerContext _context = new();
private readonly Fsr3Upscaler.DispatchDescription _dispatchDescription = new();
private readonly FSR2CommandInitializationData _initData;
private Texture2DArray _clearTextureArray;
internal FSR3UpscalerContext(in FSR2CommandInitializationData initSettings)
{
_initData = initSettings;
}
internal void Init(Fsr3UpscalerAssets assets)
{
Fsr3Upscaler.InitializationFlags flags = 0;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableHighDynamicRange)) flags |= Fsr3Upscaler.InitializationFlags.EnableHighDynamicRange;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDisplayResolutionMotionVectors)) flags |= Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableMotionVectorsJitterCancellation)) flags |= Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation;
if (_initData.GetFlag(FfxFsr2InitializationFlags.DepthInverted)) flags |= Fsr3Upscaler.InitializationFlags.EnableDepthInverted;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDepthInfinite)) flags |= Fsr3Upscaler.InitializationFlags.EnableDepthInfinite;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableAutoExposure)) flags |= Fsr3Upscaler.InitializationFlags.EnableAutoExposure;
if (_initData.GetFlag(FfxFsr2InitializationFlags.EnableDynamicResolution)) flags |= Fsr3Upscaler.InitializationFlags.EnableDynamicResolution;
//Debug.Log($"Initializing FSR3 with max render size: {_initData.maxRenderSizeWidth}x{_initData.maxRenderSizeHeight}, display size: {_initData.displaySizeWidth}x{_initData.displaySizeHeight}, flags: {flags}");
_context.Create(new Fsr3Upscaler.ContextDescription
{
MaxUpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight),
MaxRenderSize = new Vector2Int((int)_initData.maxRenderSizeWidth, (int)_initData.maxRenderSizeHeight),
Flags = flags,
Shaders = assets.shaders,
});
_clearTextureArray = new Texture2DArray(1, 1, TextureXR.slices, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None);
for (int i = 0; i < TextureXR.slices; ++i) _clearTextureArray.SetPixels(new[] { Color.clear, }, i);
_clearTextureArray.Apply();
}
internal void Destroy()
{
CoreUtils.Destroy(_clearTextureArray);
_context.Destroy();
}
public override void Execute(CommandBuffer cmd, in FSR2CommandExecutionData executeData, in FSR2TextureTable textures)
{
bool useTextureArrays = TextureXR.useTexArray && textures.colorInput.dimension == TextureDimension.Tex2DArray;
ResourceView clearTexture = useTextureArrays ? new ResourceView(_clearTextureArray) : new ResourceView();
_dispatchDescription.Color = new ResourceView(textures.colorInput);
_dispatchDescription.Depth = new ResourceView(textures.depth);
_dispatchDescription.MotionVectors = new ResourceView(textures.motionVectors);
_dispatchDescription.Exposure = textures.exposureTexture != null ? new ResourceView(textures.exposureTexture) : new ResourceView();
_dispatchDescription.Reactive = textures.biasColorMask != null ? new ResourceView(textures.biasColorMask) : clearTexture;
_dispatchDescription.TransparencyAndComposition = textures.transparencyMask != null ? new ResourceView(textures.transparencyMask) : clearTexture;
_dispatchDescription.Output = new ResourceView(textures.colorOutput);
_dispatchDescription.JitterOffset = new Vector2(executeData.jitterOffsetX, executeData.jitterOffsetY);
_dispatchDescription.MotionVectorScale = new Vector2(executeData.MVScaleX, executeData.MVScaleY);
_dispatchDescription.RenderSize = new Vector2Int((int)executeData.renderSizeWidth, (int)executeData.renderSizeHeight);
_dispatchDescription.UpscaleSize = new Vector2Int((int)_initData.displaySizeWidth, (int)_initData.displaySizeHeight);
_dispatchDescription.InputResourceSize = new Vector2Int(textures.colorInput.width, textures.colorInput.height);
_dispatchDescription.EnableSharpening = executeData.enableSharpening != 0;
_dispatchDescription.Sharpness = executeData.sharpness;
_dispatchDescription.FrameTimeDelta = executeData.frameTimeDelta / 1000f;
_dispatchDescription.PreExposure = executeData.preExposure;
_dispatchDescription.Reset = executeData.reset != 0;
_dispatchDescription.CameraNear = executeData.cameraNear;
_dispatchDescription.CameraFar = executeData.cameraFar;
_dispatchDescription.CameraFovAngleVertical = executeData.cameraFovAngleVertical;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
_dispatchDescription.Flags = FSR3UpscalerPlugin.EnableDebugView ? Fsr3Upscaler.DispatchFlags.DrawDebugView : 0;
_dispatchDescription.UseTextureArrays = useTextureArrays;
_context.Dispatch(_dispatchDescription, cmd);
}
}
#if UNITY_STANDALONE_WIN
public class FSR3NativeUpscalerContext : UpscalerContext
{
private AMDUP.FSR2Context _nativeContext;
private readonly FSR2CommandInitializationData _initData;
internal FSR3NativeUpscalerContext(in FSR2CommandInitializationData initSettings)
{
_initData = initSettings;
}
internal void Init()
{
AMDUP.FSR2CommandInitializationData initSettings = new()
{
maxRenderSizeWidth = _initData.maxRenderSizeWidth,
maxRenderSizeHeight = _initData.maxRenderSizeHeight,
displaySizeWidth = _initData.displaySizeWidth,
displaySizeHeight = _initData.displaySizeHeight,
ffxFsrFlags = (AMDUP.FfxFsr2InitializationFlags)_initData.ffxFsrFlags,
};
CommandBuffer cmd = new();
_nativeContext = AMDUP.GraphicsDevice.device.CreateFeature(cmd, in initSettings);
Graphics.ExecuteCommandBuffer(cmd);
cmd.Release();
}
internal void Destroy()
{
if (_nativeContext == null)
return;
CommandBuffer cmd = new();
AMDUP.GraphicsDevice.device.DestroyFeature(cmd, _nativeContext);
Graphics.ExecuteCommandBuffer(cmd);
cmd.Release();
_nativeContext = null;
}
public override void Execute(CommandBuffer cmd, in FSR2CommandExecutionData executeData, in FSR2TextureTable textures)
{
ref var execData = ref _nativeContext.executeData;
execData.jitterOffsetX = executeData.jitterOffsetX;
execData.jitterOffsetY = executeData.jitterOffsetY;
execData.MVScaleX = executeData.MVScaleX;
execData.MVScaleY = executeData.MVScaleY;
execData.renderSizeWidth = executeData.renderSizeWidth;
execData.renderSizeHeight = executeData.renderSizeHeight;
execData.enableSharpening = executeData.enableSharpening;
execData.sharpness = executeData.sharpness;
execData.frameTimeDelta = executeData.frameTimeDelta;
execData.preExposure = executeData.preExposure;
execData.reset = executeData.reset;
execData.cameraNear = executeData.cameraNear;
execData.cameraFar = executeData.cameraFar;
execData.cameraFovAngleVertical = executeData.cameraFovAngleVertical;
AMDUP.FSR2TextureTable textureTable = new()
{
colorInput = textures.colorInput,
depth = textures.depth,
motionVectors = textures.motionVectors,
exposureTexture = textures.exposureTexture,
biasColorMask = textures.biasColorMask,
reactiveMask = textures.reactiveMask,
transparencyMask = textures.transparencyMask,
colorOutput = textures.colorOutput,
};
AMDUP.GraphicsDevice.device.ExecuteFSR2(cmd, _nativeContext, in textureTable);
}
}
#endif
}