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Added support for dynamic resolution scaling using ScalableBufferManager into PPV2 integration.

Ported over the small improvements from the primary FSR2 integration to PPV2.
hdrp ppv2-3.3.1b
Nico de Poel 3 years ago
parent
commit
3b35fab059
  1. 50
      com.unity.postprocessing/PostProcessing/Runtime/Effects/SuperResolution.cs
  2. 15
      com.unity.postprocessing/PostProcessing/Runtime/FSR2/Fsr2Callbacks.cs
  3. 16
      com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs
  4. 9
      com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs
  5. 4
      com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs
  6. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_common_types.h.meta
  7. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core.h.meta
  8. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core_cpu.h.meta
  9. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core_gpu_common.h.meta
  10. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core_gpu_common_half.h.meta
  11. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core_hlsl.h.meta
  12. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core_portability.h.meta
  13. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr1.h.meta
  14. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_accumulate.h.meta
  15. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_callbacks_hlsl.h.meta
  16. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_common.h.meta
  17. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_compute_luminance_pyramid.h.meta
  18. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_depth_clip.h.meta
  19. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_lock.h.meta
  20. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_postprocess_lock_status.h.meta
  21. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_rcas.h.meta
  22. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h.meta
  23. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_reproject.h.meta
  24. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_resources.h.meta
  25. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_sample.h.meta
  26. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_tcr_autogen.h.meta
  27. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_fsr2_upsample.h.meta
  28. 35
      com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_spd.h.meta

50
com.unity.postprocessing/PostProcessing/Runtime/Effects/SuperResolution.cs

@ -100,12 +100,12 @@ namespace UnityEngine.Rendering.PostProcessing
} }
public Vector2 jitter { get; private set; } public Vector2 jitter { get; private set; }
public Vector2Int renderSize => _renderSize;
public Vector2Int renderSize => _maxRenderSize;
public Vector2Int displaySize => _displaySize; public Vector2Int displaySize => _displaySize;
public RenderTargetIdentifier colorOpaqueOnly { get; set; } public RenderTargetIdentifier colorOpaqueOnly { get; set; }
private Fsr2Context _fsrContext; private Fsr2Context _fsrContext;
private Vector2Int _renderSize;
private Vector2Int _maxRenderSize;
private Vector2Int _displaySize; private Vector2Int _displaySize;
private bool _resetHistory; private bool _resetHistory;
@ -153,12 +153,12 @@ namespace UnityEngine.Rendering.PostProcessing
// Determine the desired rendering and display resolutions // Determine the desired rendering and display resolutions
_displaySize = new Vector2Int(camera.pixelWidth, camera.pixelHeight); _displaySize = new Vector2Int(camera.pixelWidth, camera.pixelHeight);
Fsr2.GetRenderResolutionFromQualityMode(out int renderWidth, out int renderHeight, _displaySize.x, _displaySize.y, qualityMode);
_renderSize = new Vector2Int(renderWidth, renderHeight);
Fsr2.GetRenderResolutionFromQualityMode(out int maxRenderWidth, out int maxRenderHeight, _displaySize.x, _displaySize.y, qualityMode);
_maxRenderSize = new Vector2Int(maxRenderWidth, maxRenderHeight);
// Render to a smaller portion of the screen by manipulating the camera's viewport rect // Render to a smaller portion of the screen by manipulating the camera's viewport rect
camera.aspect = (_displaySize.x * _originalRect.width) / (_displaySize.y * _originalRect.height); camera.aspect = (_displaySize.x * _originalRect.width) / (_displaySize.y * _originalRect.height);
camera.rect = new Rect(0, 0, _originalRect.width * _renderSize.x / _displaySize.x, _originalRect.height * _renderSize.y / _displaySize.y);
camera.rect = new Rect(0, 0, _originalRect.width * _maxRenderSize.x / _displaySize.x, _originalRect.height * _maxRenderSize.y / _displaySize.y);
} }
public void ResetCameraViewport(PostProcessRenderContext context) public void ResetCameraViewport(PostProcessRenderContext context)
@ -189,7 +189,8 @@ namespace UnityEngine.Rendering.PostProcessing
{ {
SetupAutoReactiveDescription(context); SetupAutoReactiveDescription(context);
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavAutoReactive, _renderSize.x, _renderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
var scaledRenderSize = _genReactiveDescription.RenderSize;
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavAutoReactive, scaledRenderSize.x, scaledRenderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
_fsrContext.GenerateReactiveMask(_genReactiveDescription, cmd); _fsrContext.GenerateReactiveMask(_genReactiveDescription, cmd);
_dispatchDescription.Reactive = Fsr2ShaderIDs.UavAutoReactive; _dispatchDescription.Reactive = Fsr2ShaderIDs.UavAutoReactive;
} }
@ -212,12 +213,13 @@ namespace UnityEngine.Rendering.PostProcessing
if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange; if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange;
if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage; if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
if (exposureSource == ExposureSource.Auto) flags |= Fsr2.InitializationFlags.EnableAutoExposure; if (exposureSource == ExposureSource.Auto) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
if (RuntimeUtilities.IsDynamicResolutionEnabled(context.camera)) flags |= Fsr2.InitializationFlags.EnableDynamicResolution;
_callbacks = callbacksFactory(context); _callbacks = callbacksFactory(context);
_fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, _callbacks, flags);
_fsrContext = Fsr2.CreateContext(_displaySize, _maxRenderSize, _callbacks, flags);
// Apply a mipmap bias so that textures retain their sharpness // Apply a mipmap bias so that textures retain their sharpness
float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x);
float biasOffset = Fsr2.GetMipmapBiasOffset(_maxRenderSize.x, _displaySize.x);
if (!float.IsNaN(biasOffset) && !float.IsInfinity(biasOffset)) if (!float.IsNaN(biasOffset) && !float.IsInfinity(biasOffset))
{ {
_callbacks.ApplyMipmapBias(biasOffset); _callbacks.ApplyMipmapBias(biasOffset);
@ -238,23 +240,25 @@ namespace UnityEngine.Rendering.PostProcessing
} }
// Undo the current mipmap bias offset // Undo the current mipmap bias offset
if (!float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset) && _appliedBiasOffset != 0f)
if (_appliedBiasOffset != 0f && !float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset))
{ {
_callbacks.ApplyMipmapBias(-_appliedBiasOffset);
_callbacks.UndoMipmapBias(_appliedBiasOffset);
_appliedBiasOffset = 0f; _appliedBiasOffset = 0f;
} }
} }
private void ApplyJitter(Camera camera) private void ApplyJitter(Camera camera)
{ {
var scaledRenderSize = GetScaledRenderSize(camera);
// Perform custom jittering of the camera's projection matrix according to FSR2's recipe // Perform custom jittering of the camera's projection matrix according to FSR2's recipe
int jitterPhaseCount = Fsr2.GetJitterPhaseCount(_renderSize.x, _displaySize.x);
int jitterPhaseCount = Fsr2.GetJitterPhaseCount(scaledRenderSize.x, _displaySize.x);
Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount); Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount);
_dispatchDescription.JitterOffset = new Vector2(jitterX, jitterY); _dispatchDescription.JitterOffset = new Vector2(jitterX, jitterY);
jitterX = 2.0f * jitterX / _renderSize.x;
jitterY = 2.0f * jitterY / _renderSize.y;
jitterX = 2.0f * jitterX / scaledRenderSize.x;
jitterY = 2.0f * jitterY / scaledRenderSize.y;
var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0)); var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0));
camera.nonJitteredProjectionMatrix = camera.projectionMatrix; camera.nonJitteredProjectionMatrix = camera.projectionMatrix;
@ -282,14 +286,16 @@ namespace UnityEngine.Rendering.PostProcessing
if (reactiveMask != null) _dispatchDescription.Reactive = reactiveMask; if (reactiveMask != null) _dispatchDescription.Reactive = reactiveMask;
if (transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask; if (transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask;
var scaledRenderSize = GetScaledRenderSize(context.camera);
_dispatchDescription.Output = context.destination; _dispatchDescription.Output = context.destination;
_dispatchDescription.PreExposure = preExposure; _dispatchDescription.PreExposure = preExposure;
_dispatchDescription.EnableSharpening = performSharpenPass; _dispatchDescription.EnableSharpening = performSharpenPass;
_dispatchDescription.Sharpness = sharpness; _dispatchDescription.Sharpness = sharpness;
_dispatchDescription.MotionVectorScale.x = -_renderSize.x;
_dispatchDescription.MotionVectorScale.y = -_renderSize.y;
_dispatchDescription.RenderSize = _renderSize;
_dispatchDescription.InputResourceSize = _renderSize; // TODO: this may need to be maxRenderSize to support dynamic resolution
_dispatchDescription.MotionVectorScale.x = -scaledRenderSize.x;
_dispatchDescription.MotionVectorScale.y = -scaledRenderSize.y;
_dispatchDescription.RenderSize = scaledRenderSize;
_dispatchDescription.InputResourceSize = scaledRenderSize;
_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime; _dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
_dispatchDescription.CameraNear = camera.nearClipPlane; _dispatchDescription.CameraNear = camera.nearClipPlane;
_dispatchDescription.CameraFar = camera.farClipPlane; _dispatchDescription.CameraFar = camera.farClipPlane;
@ -321,13 +327,21 @@ namespace UnityEngine.Rendering.PostProcessing
_genReactiveDescription.ColorOpaqueOnly = colorOpaqueOnly; _genReactiveDescription.ColorOpaqueOnly = colorOpaqueOnly;
_genReactiveDescription.ColorPreUpscale = null; _genReactiveDescription.ColorPreUpscale = null;
_genReactiveDescription.OutReactive = null; _genReactiveDescription.OutReactive = null;
_genReactiveDescription.RenderSize = _renderSize;
_genReactiveDescription.RenderSize = GetScaledRenderSize(context.camera);
_genReactiveDescription.Scale = generateReactiveParameters.scale; _genReactiveDescription.Scale = generateReactiveParameters.scale;
_genReactiveDescription.CutoffThreshold = generateReactiveParameters.cutoffThreshold; _genReactiveDescription.CutoffThreshold = generateReactiveParameters.cutoffThreshold;
_genReactiveDescription.BinaryValue = generateReactiveParameters.binaryValue; _genReactiveDescription.BinaryValue = generateReactiveParameters.binaryValue;
_genReactiveDescription.Flags = generateReactiveParameters.flags; _genReactiveDescription.Flags = generateReactiveParameters.flags;
} }
private Vector2Int GetScaledRenderSize(Camera camera)
{
if (!RuntimeUtilities.IsDynamicResolutionEnabled(camera))
return _maxRenderSize;
return new Vector2Int(Mathf.CeilToInt(_maxRenderSize.x * ScalableBufferManager.widthScaleFactor), Mathf.CeilToInt(_maxRenderSize.y * ScalableBufferManager.heightScaleFactor));
}
private class Callbacks : Fsr2CallbacksBase private class Callbacks : Fsr2CallbacksBase
{ {
private readonly PostProcessResources _resources; private readonly PostProcessResources _resources;

15
com.unity.postprocessing/PostProcessing/Runtime/FSR2/Fsr2Callbacks.cs

@ -42,6 +42,8 @@ namespace FidelityFX
/// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand. /// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.
/// </summary> /// </summary>
void ApplyMipmapBias(float biasOffset); void ApplyMipmapBias(float biasOffset);
void UndoMipmapBias(float biasOffset);
} }
/// <summary> /// <summary>
@ -76,10 +78,23 @@ namespace FidelityFX
{ {
CurrentBiasOffset += biasOffset; CurrentBiasOffset += biasOffset;
if (Mathf.Approximately(CurrentBiasOffset, 0f))
{
CurrentBiasOffset = 0f;
}
foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>()) foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>())
{ {
if (texture.mipmapCount <= 1)
continue;
texture.mipMapBias += biasOffset; texture.mipMapBias += biasOffset;
} }
} }
public virtual void UndoMipmapBias(float biasOffset)
{
ApplyMipmapBias(-biasOffset);
}
} }
} }

16
com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs

@ -291,6 +291,11 @@ namespace UnityEngine.Rendering.PostProcessing
m_opaqueOnly = null; m_opaqueOnly = null;
} }
if (m_CurrentContext.IsSuperResolutionActive())
{
RuntimeUtilities.AllowDynamicResolution = true;
}
if (!finalBlitToCameraTarget && m_CurrentContext.IsSuperResolutionActive()) if (!finalBlitToCameraTarget && m_CurrentContext.IsSuperResolutionActive())
{ {
// Set the camera back to its original parameters, so we can output at full display resolution // Set the camera back to its original parameters, so we can output at full display resolution
@ -630,6 +635,12 @@ namespace UnityEngine.Rendering.PostProcessing
{ {
// Ensure all of FSR2's resources are released when it's not in use // Ensure all of FSR2's resources are released when it's not in use
superResolution.Release(); superResolution.Release();
if (m_originalTargetTexture != null)
{
m_Camera.targetTexture = m_originalTargetTexture;
m_originalTargetTexture = null;
}
} }
context.command = m_LegacyCmdBufferOpaque; context.command = m_LegacyCmdBufferOpaque;
@ -1186,13 +1197,16 @@ namespace UnityEngine.Rendering.PostProcessing
var fsrTarget = m_TargetPool.Get(); var fsrTarget = m_TargetPool.Get();
var finalDestination = context.destination; var finalDestination = context.destination;
context.GetScreenSpaceTemporaryRT(cmd, fsrTarget, 0, context.sourceFormat, enableRandomWrite: true);
context.GetScreenSpaceTemporaryRT(cmd, fsrTarget, 0, context.sourceFormat, isUpscaleOutput: true);
context.destination = fsrTarget; context.destination = fsrTarget;
superResolution.colorOpaqueOnly = m_opaqueOnly; superResolution.colorOpaqueOnly = m_opaqueOnly;
superResolution.Render(context); superResolution.Render(context);
context.source = fsrTarget; context.source = fsrTarget;
context.destination = finalDestination; context.destination = finalDestination;
// Disable dynamic scaling on render targets, so all subsequent effects will be applied on the full resolution upscaled image
RuntimeUtilities.AllowDynamicResolution = false;
if (lastTarget > -1) if (lastTarget > -1)
cmd.ReleaseTemporaryRT(lastTarget); cmd.ReleaseTemporaryRT(lastTarget);

9
com.unity.postprocessing/PostProcessing/Runtime/PostProcessRenderContext.cs

@ -372,10 +372,10 @@ namespace UnityEngine.Rendering.PostProcessing
/// <param name="filter">The texture filtering mode</param> /// <param name="filter">The texture filtering mode</param>
/// <param name="widthOverride">Override the display width; use <c>0</c> to disable the override</param> /// <param name="widthOverride">Override the display width; use <c>0</c> to disable the override</param>
/// <param name="heightOverride">Override the display height; use <c>0</c> to disable the override</param> /// <param name="heightOverride">Override the display height; use <c>0</c> to disable the override</param>
/// <param name="enableRandomWrite">Enable random access write into this render texture</param>
/// <param name="isUpscaleOutput">Enable random access write into this render texture and disable dynamic scaling</param>
public void GetScreenSpaceTemporaryRT(CommandBuffer cmd, int nameID, public void GetScreenSpaceTemporaryRT(CommandBuffer cmd, int nameID,
int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default,
FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0, bool enableRandomWrite = false)
FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0, bool isUpscaleOutput = false)
{ {
var desc = GetDescriptor(depthBufferBits, colorFormat, readWrite); var desc = GetDescriptor(depthBufferBits, colorFormat, readWrite);
if (widthOverride > 0) if (widthOverride > 0)
@ -387,8 +387,11 @@ namespace UnityEngine.Rendering.PostProcessing
if (stereoActive && desc.dimension == Rendering.TextureDimension.Tex2DArray) if (stereoActive && desc.dimension == Rendering.TextureDimension.Tex2DArray)
desc.dimension = Rendering.TextureDimension.Tex2D; desc.dimension = Rendering.TextureDimension.Tex2D;
if (enableRandomWrite)
if (isUpscaleOutput)
{
desc.enableRandomWrite = true; desc.enableRandomWrite = true;
desc.useDynamicScale = false;
}
#if UNITY_2019_1_OR_NEWER #if UNITY_2019_1_OR_NEWER
cmd.GetTemporaryRT(nameID, desc, filter); cmd.GetTemporaryRT(nameID, desc, filter);

4
com.unity.postprocessing/PostProcessing/Runtime/Utils/RuntimeUtilities.cs

@ -1010,6 +1010,8 @@ namespace UnityEngine.Rendering.PostProcessing
&& layer.temporalAntialiasing.IsSupported(); && layer.temporalAntialiasing.IsSupported();
} }
#if UNITY_2017_3_OR_NEWER #if UNITY_2017_3_OR_NEWER
public static bool AllowDynamicResolution = true;
/// <summary> /// <summary>
/// Checks if dynamic resolution is enabled on a given camera. /// Checks if dynamic resolution is enabled on a given camera.
/// </summary> /// </summary>
@ -1017,7 +1019,7 @@ namespace UnityEngine.Rendering.PostProcessing
/// <returns><c>true</c> if dynamic resolution is enabled, <c>false</c> otherwise</returns> /// <returns><c>true</c> if dynamic resolution is enabled, <c>false</c> otherwise</returns>
public static bool IsDynamicResolutionEnabled(Camera camera) public static bool IsDynamicResolutionEnabled(Camera camera)
{ {
return camera.allowDynamicResolution || (camera.targetTexture != null && camera.targetTexture.useDynamicScale);
return AllowDynamicResolution && (camera.allowDynamicResolution || (camera.targetTexture != null && camera.targetTexture.useDynamicScale));
} }
#endif #endif
/// <summary> /// <summary>

35
com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_common_types.h.meta

@ -11,10 +11,25 @@ PluginImporter:
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com.unity.postprocessing/PostProcessing/Shaders/FSR2/shaders/ffx_core.h.meta

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