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using System.Collections.Generic;
using FidelityFX;
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
{
private Fsr3UpscalerAssets _assets;
public override string name => "FSR 3.1";
public override bool isSupported => SystemInfo.supportsComputeShaders;
public override bool Load()
{
if (_assets != null)
return true;
_assets = Resources.Load<Fsr3UpscalerAssets>("FSR3 Upscaler Assets");
return _assets != null;
}
public override bool IsLoaded() => _assets != null;
public override UpscalerContext CreateContext(in FSR2CommandInitializationData initSettings)
{
var context = new FSR3UpscalerContext(in initSettings);
context.Init(_assets);
return context;
}
public override void DestroyContext(UpscalerContext context)
{
((FSR3UpscalerContext)context).Destroy();
}
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;
internal FSR3UpscalerContext(in FSR2CommandInitializationData initSettings)
{
_initData = initSettings;
}
internal void Init(Fsr3UpscalerAssets assets)
{
Fsr3Upscaler.InitializationFlags flags = Fsr3Upscaler.InitializationFlags.EnableFP16Usage;
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,
});
}
internal void Destroy()
{
_context.Destroy();
}
public override void Execute(CommandBuffer cmd, in FSR2CommandExecutionData executeData, in FSR2TextureTable textures)
{
_dispatchDescription.Color = new ResourceView(textures.colorInput);
_dispatchDescription.Depth = new ResourceView(textures.depth);
_dispatchDescription.MotionVectors = new ResourceView(textures.motionVectors);
_dispatchDescription.Exposure = new ResourceView(textures.exposureTexture);
_dispatchDescription.Reactive = new ResourceView(textures.biasColorMask);
_dispatchDescription.TransparencyAndComposition = new ResourceView(textures.transparencyMask);
_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.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.UseTextureArrays = TextureXR.useTexArray && textures.colorInput.dimension == TextureDimension.Tex2DArray;
_context.Dispatch(_dispatchDescription, cmd);
}
}
}