Browse Source

- Fixed opaque-only copy buffer not keeping dynamic resolution scaling in mind.

- Ported over fixes from baseline BiRP implementation.
hdrp ppv2-3.4.0b
Nico de Poel 2 years ago
parent
commit
29e2ec9035
  1. 2
      com.unity.postprocessing/PostProcessing/Runtime/Effects/SuperResolution.cs
  2. 7
      com.unity.postprocessing/PostProcessing/Runtime/FSR3/Fsr3UpscalerResources.cs
  3. 3
      com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs
  4. 2
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
  5. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta
  6. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core.h.meta
  7. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta
  8. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta
  9. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta
  10. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta
  11. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta
  12. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta
  13. 8
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h
  14. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
  15. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
  16. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta
  17. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta
  18. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta
  19. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta
  20. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
  21. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta
  22. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
  23. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
  24. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
  25. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
  26. 40
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
  27. 42
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
  28. 42
      com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta

2
com.unity.postprocessing/PostProcessing/Runtime/Effects/SuperResolution.cs

@ -323,7 +323,7 @@ namespace UnityEngine.Rendering.PostProcessing
_genReactiveDescription.Flags = generateReactiveParameters.flags;
}
private Vector2Int GetScaledRenderSize(Camera camera)
internal Vector2Int GetScaledRenderSize(Camera camera)
{
if (!RuntimeUtilities.IsDynamicResolutionEnabled(camera))
return _maxRenderSize;

7
com.unity.postprocessing/PostProcessing/Runtime/FSR3/Fsr3UpscalerResources.cs

@ -207,7 +207,14 @@ namespace FidelityFX
if (resource == null)
return;
#if UNITY_EDITOR
if (Application.isPlaying && !UnityEditor.EditorApplication.isPaused)
UnityEngine.Object.Destroy(resource);
else
UnityEngine.Object.DestroyImmediate(resource);
#else
UnityEngine.Object.Destroy(resource);
#endif
resource = null;
}

3
com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs

@ -741,7 +741,8 @@ namespace UnityEngine.Rendering.PostProcessing
// Create a copy of the opaque-only color buffer for auto-reactive mask generation
if (context.IsSuperResolutionActive() && (superResolution.autoGenerateReactiveMask || superResolution.autoGenerateTransparencyAndComposition))
{
m_opaqueOnly = context.GetScreenSpaceTemporaryRT(colorFormat: sourceFormat);
Vector2Int scaledRenderSize = superResolution.GetScaledRenderSize(context.camera);
m_opaqueOnly = context.GetScreenSpaceTemporaryRT(colorFormat: sourceFormat, widthOverride: scaledRenderSize.x, heightOverride: scaledRenderSize.y);
m_LegacyCmdBufferOpaque.BuiltinBlit(cameraTarget, m_opaqueOnly);
}

2
com.unity.postprocessing/PostProcessing/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute

@ -24,6 +24,8 @@
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
#include "ffx_fsr3upscaler_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl"

35
com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta

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com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta

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8
com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

@ -359,10 +359,10 @@ SamplerState s_LinearClamp : register(s1);
Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE);
#endif
#if defined FSR3UPSCALER_BIND_SRV_REACTIVE_MASK
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
UNITY_FSR3_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
#endif
#if defined FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK
Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
UNITY_FSR3_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
#endif
#if defined FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH
Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
@ -511,14 +511,14 @@ FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
{
return r_reactive_mask[iPxPos];
return r_reactive_mask[UNITY_FSR3_POS(iPxPos)];
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
return r_transparency_and_composition_mask[iPxPos];
return r_transparency_and_composition_mask[UNITY_FSR3_POS(iPxPos)];
}
#endif

40
com.unity.postprocessing/PostProcessing/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta

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