You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

279 lines
12 KiB

using System;
using System.Runtime.InteropServices;
#if UNITY_STANDALONE_WIN
namespace UnityEngine.Rendering.HighDefinition.AMD.XeSS
{
public class XeSSUpscalerPlugin: UpscalerPlugin
{
public override string name => "XeSS 1.3";
public override bool isSupported => SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12;
private XeSSLibrary.Version _version;
public override bool Load()
{
return XeSSLibrary.GetUpscalerVersion(out _version) == 0;
}
public override bool IsLoaded()
{
return _version.major != 0 && _version.minor != 0;
}
public override UpscalerContext CreateContext(in FSR2CommandInitializationData initSettings)
{
XeSSUpscalerContext context = new();
context.Init(in initSettings);
return context;
}
public override void DestroyContext(UpscalerContext context)
{
((XeSSUpscalerContext)context).Destroy();
}
public override bool GetRenderResolutionFromQualityMode(FSR2Quality qualityMode, uint displayWidth, uint displayHeight, out uint renderWidth, out uint renderHeight)
{
float ratio = GetUpscaleRatioFromQualityMode(qualityMode);
renderWidth = (uint)Mathf.RoundToInt(displayWidth / ratio);
renderHeight = (uint)Mathf.RoundToInt(displayHeight / ratio);
return true;
}
public override float GetUpscaleRatioFromQualityMode(FSR2Quality qualityMode)
{
return XeSSLibrary.ConvertQuality(qualityMode) switch
{
XeSSLibrary.QualitySetting.NativeAA => 1.0f,
XeSSLibrary.QualitySetting.UltraQualityPlus => 1.3f,
XeSSLibrary.QualitySetting.UltraQuality => 1.5f,
XeSSLibrary.QualitySetting.Quality => 1.7f,
XeSSLibrary.QualitySetting.Balanced => 2.0f,
XeSSLibrary.QualitySetting.Performance => 2.3f,
XeSSLibrary.QualitySetting.UltraPerformance => 3.0f,
_ => 1.0f,
};
}
}
public class XeSSUpscalerContext : UpscalerContext
{
private IntPtr _contextHandle = IntPtr.Zero;
private XeSSLibrary.ExecuteParams _executeParams;
private IntPtr _paramsBuffer;
internal void Init(in FSR2CommandInitializationData initSettings)
{
Vector2Int outputResolution = new Vector2Int((int)initSettings.displaySizeWidth, (int)initSettings.displaySizeHeight);
XeSSLibrary.InitFlags initFlags = XeSSLibrary.InitFlags.ResponsivePixelMask;
if (initSettings.GetFlag(FfxFsr2InitializationFlags.DepthInverted)) initFlags |= XeSSLibrary.InitFlags.InvertedDepth;
if (initSettings.GetFlag(FfxFsr2InitializationFlags.EnableDisplayResolutionMotionVectors)) initFlags |= XeSSLibrary.InitFlags.HighResMotionVectors;
if (initSettings.GetFlag(FfxFsr2InitializationFlags.EnableMotionVectorsJitterCancellation)) initFlags |= XeSSLibrary.InitFlags.JitteredMotionVectors;
if (!initSettings.GetFlag(FfxFsr2InitializationFlags.EnableHighDynamicRange)) initFlags |= XeSSLibrary.InitFlags.LDRInputColor;
if (initSettings.GetFlag(FfxFsr2InitializationFlags.EnableAutoExposure)) initFlags |= XeSSLibrary.InitFlags.EnableAutoExposure;
// TODO: use NDC velocity? I think motion vectors might be in normalized device coordinates...
Debug.Log($"Setting up XeSS with input size: {initSettings.maxRenderSizeWidth}x{initSettings.maxRenderSizeHeight}, output size: {initSettings.displaySizeWidth}x{initSettings.displaySizeHeight}, flags: {initFlags}");
_contextHandle = XeSSLibrary.CreateContext(outputResolution, XeSSLibrary.QualitySetting.Quality, initFlags);
_paramsBuffer = Marshal.AllocHGlobal(Marshal.SizeOf<XeSSLibrary.ExecuteParams>());
}
internal void Destroy()
{
if (_paramsBuffer != IntPtr.Zero)
{
Marshal.FreeHGlobal(_paramsBuffer);
_paramsBuffer = IntPtr.Zero;
}
if (_contextHandle != IntPtr.Zero)
{
//XeSSLibrary.DestroyContext(_contextHandle);
var cmd = new CommandBuffer();
cmd.IssuePluginEventAndData(XeSSLibrary.GetRenderEventAndDataFunc(), 2, _contextHandle);
Graphics.ExecuteCommandBuffer(cmd);
cmd.Release();
_contextHandle = IntPtr.Zero;
}
}
public override void Execute(CommandBuffer cmd, in FSR2CommandExecutionData executeData, in FSR2TextureTable textures)
{
_executeParams.contextHandle = _contextHandle;
_executeParams.pColorTexture = textures.colorInput.ToNativePtr();
_executeParams.pDepthTexture = textures.depth.ToNativePtr();
_executeParams.pVelocityTexture = textures.motionVectors.ToNativePtr();
_executeParams.pExposureScaleTexture = textures.exposureTexture.ToNativePtr();
_executeParams.pResponsivePixelMaskTexture = textures.biasColorMask.ToNativePtr();
_executeParams.pOutputTexture = textures.colorOutput.ToNativePtr();
_executeParams.velocityScaleX = executeData.MVScaleX;
_executeParams.velocityScaleY = executeData.MVScaleY;
_executeParams.jitterScaleX = 1f;
_executeParams.jitterScaleY = -1f;
_executeParams.jitterOffsetX = executeData.jitterOffsetX;
_executeParams.jitterOffsetY = executeData.jitterOffsetY;
_executeParams.exposureScale = executeData.preExposure;
_executeParams.resetHistory = (uint)executeData.reset;
_executeParams.inputWidth = executeData.renderSizeWidth;
_executeParams.inputHeight = executeData.renderSizeHeight;
Marshal.StructureToPtr(_executeParams, _paramsBuffer, false);
cmd.IssuePluginEventAndData(XeSSLibrary.GetRenderEventAndDataFunc(), 1, _paramsBuffer);
}
}
internal static class XeSSLibrary
{
private const string DllName = "XeSSUnityPlugin";
[DllImport(DllName, CallingConvention = CallingConvention.StdCall)]
public static extern IntPtr GetRenderEventAndDataFunc();
[DllImport(DllName, CallingConvention = CallingConvention.StdCall)]
public static extern int GetUpscalerVersion(out Version version);
[DllImport(DllName, CallingConvention = CallingConvention.StdCall)]
public static extern IntPtr CreateContext(Vector2Int outputResolution, QualitySetting qualitySetting, InitFlags initFlags);
[DllImport(DllName, CallingConvention = CallingConvention.StdCall)]
public static extern void DestroyContext(IntPtr contextHandle);
public enum QualitySetting
{
UltraPerformance = 100,
Performance = 101,
Balanced = 102,
Quality = 103,
UltraQuality = 104,
UltraQualityPlus = 105,
NativeAA = 106,
}
[Flags]
public enum InitFlags
{
None = 0,
/** Use motion vectors at target resolution. */
HighResMotionVectors = 1 << 0,
/** Use inverted (increased precision) depth encoding */
InvertedDepth = 1 << 1,
/** Use exposure texture to scale input color. */
ExposureScaleTexture = 1 << 2,
/** Use responsive pixel mask texture. */
ResponsivePixelMask = 1 << 3,
/** Use velocity in NDC */
UseNDCVelocity = 1 << 4,
/** Use external descriptor heap */
ExternalDescriptorHeap = 1 << 5,
/** Disable tonemapping for input and output */
LDRInputColor = 1 << 6,
/** Remove jitter from input velocity*/
JitteredMotionVectors = 1 << 7,
/** Enable automatic exposure calculation. */
EnableAutoExposure = 1 << 8
}
[StructLayout(LayoutKind.Sequential, Pack = 8)]
public struct Version
{
/** A major version increment indicates a new API and potentially a
* break in functionality. */
public ushort major;
/** A minor version increment indicates incremental changes such as
* optional inputs or flags. This does not break existing functionality. */
public ushort minor;
/** A patch version increment may include performance or quality tweaks or fixes for known issues.
* There's no change in the interfaces.
* Versions beyond 90 used for development builds to change the interface for the next release.
*/
public ushort patch;
/** Reserved for future use. */
public ushort reserved;
}
[StructLayout(LayoutKind.Sequential, Pack = 8)]
public struct ExecuteParams
{
public IntPtr contextHandle;
/** Input color texture. Must be in NON_PIXEL_SHADER_RESOURCE state.*/
public IntPtr pColorTexture;
/** Input motion vector texture. Must be in NON_PIXEL_SHADER_RESOURCE state.*/
public IntPtr pVelocityTexture;
/** Optional depth texture. Required if XESS_INIT_FLAG_HIGH_RES_MV has not been specified.
* Must be in NON_PIXEL_SHADER_RESOURCE state.*/
public IntPtr pDepthTexture;
/** Optional 1x1 exposure scale texture. Required if XESS_INIT_FLAG_EXPOSURE_TEXTURE has been
* specified. Must be in NON_PIXEL_SHADER_RESOURCE state */
public IntPtr pExposureScaleTexture;
/** Optional responsive pixel mask texture. Required if XESS_INIT_FLAG_RESPONSIVE_PIXEL_MASK
* has been specified. Must be in NON_PIXEL_SHADER_RESOURCE state */
public IntPtr pResponsivePixelMaskTexture;
/** Output texture in target resolution. Must be in UNORDERED_ACCESS state.*/
public IntPtr pOutputTexture;
public float jitterScaleX;
public float jitterScaleY;
public float velocityScaleX;
public float velocityScaleY;
/** Jitter X coordinate in the range [-0.5, 0.5]. */
public float jitterOffsetX;
/** Jitter Y coordinate in the range [-0.5, 0.5]. */
public float jitterOffsetY;
/** Optional input color scaling. Default is 1. */
public float exposureScale;
public float dummy0;
/** Resets the history accumulation in this frame. */
public uint resetHistory;
/** Input color width. */
public uint inputWidth;
/** Input color height. */
public uint inputHeight;
public uint dummy1;
}
public static QualitySetting ConvertQuality(FSR2Quality quality)
{
switch (quality)
{
case FSR2Quality.Quality:
return QualitySetting.Quality;
case FSR2Quality.Balanced:
return QualitySetting.Balanced;
case FSR2Quality.Performance:
return QualitySetting.Performance;
case FSR2Quality.UltraPerformance:
return QualitySetting.UltraPerformance;
default:
return QualitySetting.NativeAA;
}
}
public static IntPtr ToNativePtr(this Texture texture)
{
return texture != null ? texture.GetNativeTexturePtr() : IntPtr.Zero;
}
}
}
#endif // UNITY_STANDALONE_WIN