// Copyright (c) 2024 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; using System.Runtime.InteropServices; using UnityEngine; using UnityEngine.Profiling; using UnityEngine.Rendering; namespace FidelityFX { /// /// Base class for all of the compute passes that make up the FSR3 Upscaler process. /// This loosely matches the FfxPipelineState struct from the original FSR3 codebase, wrapped in an object-oriented blanket. /// These classes are responsible for loading compute shaders, managing temporary resources, binding resources to shader kernels and dispatching said shaders. /// internal abstract class Fsr3UpscalerPass: IDisposable { protected readonly Fsr3Upscaler.ContextDescription ContextDescription; protected readonly Fsr3UpscalerResources Resources; protected readonly ComputeBuffer Constants; protected ComputeShader ComputeShader; protected int KernelIndex; protected CustomSampler Sampler; protected Fsr3UpscalerPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) { ContextDescription = contextDescription; Resources = resources; Constants = constants; } public virtual void Dispose() { } public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { commandBuffer.BeginSample(Sampler); DoScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchX, dispatchY); commandBuffer.EndSample(Sampler); } protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY); protected void InitComputeShader(string passName, ComputeShader shader) { InitComputeShader(passName, shader, ContextDescription.Flags); } private void InitComputeShader(string passName, ComputeShader shader, Fsr3Upscaler.InitializationFlags flags) { if (shader == null) { throw new MissingReferenceException($"Shader for FSR3 Upscaler pass '{passName}' could not be loaded! Please ensure it is included in the project correctly."); } ComputeShader = shader; KernelIndex = ComputeShader.FindKernel("CS"); Sampler = CustomSampler.Create(passName); bool useLut = false; #if UNITY_2022_1_OR_NEWER // This will also work in 2020.3.43+ and 2021.3.14+ if (SystemInfo.computeSubGroupSize == 64) { useLut = true; } #endif // This matches the permutation rules from the CreatePipeline* functions if ((flags & Fsr3Upscaler.InitializationFlags.EnableHighDynamicRange) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT"); if ((flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS"); if ((flags & Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS"); if ((flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH"); if (useLut) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE"); if ((flags & Fsr3Upscaler.InitializationFlags.EnableFP16Usage) != 0) ComputeShader.EnableKeyword("FFX_HALF"); } } internal class Fsr3UpscalerPrepareInputsPass : Fsr3UpscalerPass { public Fsr3UpscalerPrepareInputsPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Prepare Inputs", contextDescription.Shaders.prepareInputsPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var color = ref dispatchParams.Color; ref var depth = ref dispatchParams.Depth; ref var motionVectors = ref dispatchParams.MotionVectors; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, depth.RenderTarget, depth.MipLevel, depth.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedDepth, Resources.DilatedDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFarthestDepth, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerLumaPyramidPass : Fsr3UpscalerPass { private readonly ComputeBuffer _spdConstants; public Fsr3UpscalerLumaPyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants) : base(contextDescription, resources, constants) { _spdConstants = spdConstants; InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.lumaPyramidPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFrameInfo, Resources.FrameInfo); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip0, Resources.SpdMips, 0); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip1, Resources.SpdMips, 1); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip2, Resources.SpdMips, 2); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip3, Resources.SpdMips, 3); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip4, Resources.SpdMips, 4); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip5, Resources.SpdMips, 5); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerShadingChangePyramidPass : Fsr3UpscalerPass { private readonly ComputeBuffer _spdConstants; public Fsr3UpscalerShadingChangePyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer spdConstants) : base(contextDescription, resources, constants) { _spdConstants = spdConstants; InitComputeShader("Compute Shading Change Pyramid", contextDescription.Shaders.shadingChangePyramidPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var exposure = ref dispatchParams.Exposure; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip0, Resources.SpdMips, 0); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip1, Resources.SpdMips, 1); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip2, Resources.SpdMips, 2); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip3, Resources.SpdMips, 3); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip4, Resources.SpdMips, 4); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip5, Resources.SpdMips, 5); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerShadingChangePass : Fsr3UpscalerPass { public Fsr3UpscalerShadingChangePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Compute Shading Change", contextDescription.Shaders.shadingChangePass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvSpdMips, Resources.SpdMips); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerPrepareReactivityPass : Fsr3UpscalerPass { public Fsr3UpscalerPrepareReactivityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Prepare Reactivity", contextDescription.Shaders.prepareReactivityPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var exposure = ref dispatchParams.Exposure; ref var reactive = ref dispatchParams.Reactive; ref var tac = ref dispatchParams.TransparencyAndComposition; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvShadingChange, Fsr3ShaderIDs.UavShadingChange); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[frameIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerLumaInstabilityPass : Fsr3UpscalerPass { public Fsr3UpscalerLumaInstabilityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Compute Luminance Instability", contextDescription.Shaders.lumaInstabilityPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var exposure = ref dispatchParams.Exposure; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFrameInfo, Resources.FrameInfo); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaInstability, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerAccumulatePass : Fsr3UpscalerPass { private const string SharpeningKeyword = "FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING"; #if UNITY_2021_2_OR_NEWER private readonly LocalKeyword _sharpeningKeyword; #endif public Fsr3UpscalerAccumulatePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Accumulate", contextDescription.Shaders.accumulatePass); #if UNITY_2021_2_OR_NEWER _sharpeningKeyword = new LocalKeyword(ComputeShader, SharpeningKeyword); #endif } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { #if UNITY_2021_2_OR_NEWER if (dispatchParams.EnableSharpening) commandBuffer.EnableKeyword(ComputeShader, _sharpeningKeyword); else commandBuffer.DisableKeyword(ComputeShader, _sharpeningKeyword); #else if (dispatchParams.EnableSharpening) commandBuffer.EnableShaderKeyword(SharpeningKeyword); else commandBuffer.DisableShaderKeyword(SharpeningKeyword); #endif ref var color = ref dispatchParams.Color; ref var exposure = ref dispatchParams.Exposure; ref var output = ref dispatchParams.Output; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); if ((ContextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); } else { ref var motionVectors = ref dispatchParams.MotionVectors; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement); } commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerSharpenPass : Fsr3UpscalerPass { private readonly ComputeBuffer _rcasConstants; public Fsr3UpscalerSharpenPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer rcasConstants) : base(contextDescription, resources, constants) { _rcasConstants = rcasConstants; InitComputeShader("RCAS Sharpening", contextDescription.Shaders.sharpenPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var exposure = ref dispatchParams.Exposure; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]); ref var output = ref dispatchParams.Output; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbRcas, _rcasConstants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } internal class Fsr3UpscalerGenerateReactivePass : Fsr3UpscalerPass { private readonly ComputeBuffer _generateReactiveConstants; public Fsr3UpscalerGenerateReactivePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer generateReactiveConstants) : base(contextDescription, resources, null) { _generateReactiveConstants = generateReactiveConstants; InitComputeShader("Auto-Generate Reactive Mask", contextDescription.Shaders.autoGenReactivePass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { } public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY) { commandBuffer.BeginSample(Sampler); ref var opaqueOnly = ref dispatchParams.ColorOpaqueOnly; ref var color = ref dispatchParams.ColorPreUpscale; ref var reactive = ref dispatchParams.OutReactive; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, opaqueOnly.RenderTarget, opaqueOnly.MipLevel, opaqueOnly.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _generateReactiveConstants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); commandBuffer.EndSample(Sampler); } } internal class Fsr3UpscalerTcrAutogeneratePass : Fsr3UpscalerPass { private readonly ComputeBuffer _tcrAutogenerateConstants; public Fsr3UpscalerTcrAutogeneratePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants) : base(contextDescription, resources, constants) { _tcrAutogenerateConstants = tcrAutogenerateConstants; InitComputeShader("Auto-Generate Transparency & Composition Mask", contextDescription.Shaders.tcrAutoGenPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var color = ref dispatchParams.Color; ref var motionVectors = ref dispatchParams.MotionVectors; ref var opaqueOnly = ref dispatchParams.ColorOpaqueOnly; ref var reactive = ref dispatchParams.Reactive; ref var tac = ref dispatchParams.TransparencyAndComposition; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, opaqueOnly.RenderTarget, opaqueOnly.MipLevel, opaqueOnly.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, Resources.AutoReactive); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoComposition, Resources.AutoComposition); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _tcrAutogenerateConstants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } #if UNITY_EDITOR || DEVELOPMENT_BUILD internal class Fsr3UpscalerDebugViewPass : Fsr3UpscalerPass { public Fsr3UpscalerDebugViewPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants) : base(contextDescription, resources, constants) { InitComputeShader("Debug View", contextDescription.Shaders.debugViewPass); } protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) { ref var exposure = ref dispatchParams.Exposure; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); ref var output = ref dispatchParams.Output; commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf()); commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); } } #endif }