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#include <stdint.h>
#include <vector>
#include <queue>
#include <mutex>
#include "UnityPluginAPI/IUnityInterface.h"
#include "UnityPluginAPI/IUnityLog.h"
#include "UnityPluginAPI/IUnityGraphics.h"
#include "UnityPluginAPI/IUnityRenderingExtensions.h"
#include <d3d12.h>
#include <dxgi.h>
#include "UnityPluginAPI/IUnityGraphicsD3D12.h"
#include "ffx_api/ffx_upscale.hpp"
#include "ffx_api/dx12/ffx_api_dx12.hpp"
#include "FSR3UnityTypes.h"
static const int32_t BaseEventId = 0;
static IUnityInterfaces* s_UnityInterfaces = nullptr;
static IUnityLog* s_Log = nullptr;
static IUnityGraphics* s_Graphics = nullptr;
static IUnityGraphicsD3D12v7* s_GraphicsD3D12 = nullptr;
static UnityGfxRenderer s_RendererType = kUnityGfxRendererNull;
static void UNITY_INTERFACE_API OnGraphicsDeviceEvent(UnityGfxDeviceEventType eventType);
static void UNITY_INTERFACE_API OnRenderEventAndData(int eventID, void* data);
static void UNITY_INTERFACE_API OnSetTextureEvent(int eventID, void* data);
struct FSR3Feature
{
ffx::Context upscalingContext;
uint32_t upscaleSizeWidth;
uint32_t upscaleSizeHeight;
uint32_t flags;
FSR3TextureTable textureTable;
};
static std::vector<FSR3Feature> s_Features;
static std::queue<uint32_t> s_FeatureSlots;
static std::mutex s_FeatureMutex;
static ffx::CreateBackendDX12Desc s_BackendDesc{};
// Unity plugin load event
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginLoad(IUnityInterfaces* unityInterfaces)
{
s_UnityInterfaces = unityInterfaces;
s_Log = unityInterfaces->Get<IUnityLog>();
s_Graphics = unityInterfaces->Get<IUnityGraphics>();
s_Graphics->RegisterDeviceEventCallback(OnGraphicsDeviceEvent);
// Run OnGraphicsDeviceEvent(initialize) manually on plugin load
// to not miss the event in case the graphics device is already initialized
OnGraphicsDeviceEvent(kUnityGfxDeviceEventInitialize);
}
// Unity plugin unload event
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginUnload()
{
s_Graphics->UnregisterDeviceEventCallback(OnGraphicsDeviceEvent);
}
static void UNITY_INTERFACE_API OnGraphicsDeviceEvent(UnityGfxDeviceEventType eventType)
{
switch (eventType)
{
case kUnityGfxDeviceEventInitialize:
{
s_RendererType = s_Graphics->GetRenderer();
if (s_RendererType != kUnityGfxRendererD3D12)
return;
s_GraphicsD3D12 = s_UnityInterfaces->Get<IUnityGraphicsD3D12v7>();
if (s_GraphicsD3D12 == nullptr)
{
UNITY_LOG_ERROR(s_Log, "Could not obtain D3D12 Graphics interface!");
return;
}
break;
}
case kUnityGfxDeviceEventShutdown:
{
s_GraphicsD3D12 = nullptr;
s_RendererType = kUnityGfxRendererNull;
break;
}
case kUnityGfxDeviceEventBeforeReset:
{
break;
}
case kUnityGfxDeviceEventAfterReset:
{
break;
}
};
}
// Thread-safe allocation of FSR3 feature slot
static uint32_t AllocateFeatureSlot()
{
std::lock_guard<std::mutex> lock(s_FeatureMutex);
if (s_FeatureSlots.empty())
{
uint32_t featureSlot = (uint32_t)s_Features.size();
s_Features.push_back(std::move(FSR3Feature()));
return featureSlot;
}
uint32_t featureSlot = s_FeatureSlots.front();
s_FeatureSlots.pop();
return featureSlot;
}
// Thread-safe freeing and clearing of FSR3 feature slot
static void FreeFeatureSlot(uint32_t featureSlot)
{
std::lock_guard<std::mutex> lock(s_FeatureMutex);
s_FeatureSlots.push(featureSlot);
memset(&s_Features[featureSlot], 0, sizeof(FSR3Feature));
}
extern "C" bool UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_InitApi()
{
if (s_GraphicsD3D12 == nullptr)
return false;
ID3D12Device* device = s_GraphicsD3D12->GetDevice();
if (device == nullptr)
return false;
s_BackendDesc.device = device;
return true;
}
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_ShutdownApi()
{
// TODO: destroy any remaining FSR3Features?
s_BackendDesc.device = nullptr;
}
extern "C" uint32_t UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetDeviceVersion()
{
return 0x0u;
}
extern "C" UnityRenderingEventAndData UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetRenderEventCallback()
{
return OnRenderEventAndData;
}
extern "C" UnityRenderingEventAndData UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetSetTextureEventCallback()
{
return OnSetTextureEvent;
}
extern "C" uint32_t UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_CreateFeatureSlot()
{
return AllocateFeatureSlot();
}
extern "C" float UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetUpscaleRatioFromQualityMode(FSR3Quality qualityMode)
{
switch (qualityMode)
{
case FSR3Quality::qQuality:
return 1.5f;
case FSR3Quality::qBalanced:
return 1.7f;
case FSR3Quality::qPerformance:
return 2.0f;
case FSR3Quality::qUltraPerformance:
return 3.0f;
default:
return 1.0f;
}
}
extern "C" bool UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetRenderResolutionFromQualityMode(FSR3Quality qualityMode, uint32_t displayWidth, uint32_t displayHeight, uint32_t* renderWidth, uint32_t* renderHeight)
{
if (renderWidth == nullptr || renderHeight == nullptr)
return false;
float ratio = AMDUP_GetUpscaleRatioFromQualityMode(qualityMode);
*renderWidth = (uint32_t)roundf(displayWidth / ratio);
*renderHeight = (uint32_t)roundf(displayHeight / ratio);
return true;
}
extern "C" int32_t UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API AMDUP_GetBaseEventId()
{
return BaseEventId;
}
// Plugin function to handle a specific rendering event
static void UNITY_INTERFACE_API OnRenderEventAndData(int eventID, void* data)
{
if (s_GraphicsD3D12 == nullptr || s_BackendDesc.device == nullptr)
return;
// User rendering code
switch (eventID)
{
case BaseEventId + FSR3PluginEvent::eDestroyFeature:
{
uint32_t featureSlot = (uint32_t)(int64_t)data;
if (featureSlot < 0 || featureSlot >= s_Features.size())
return;
auto& feature = s_Features[featureSlot];
ffx::DestroyContext(feature.upscalingContext);
FreeFeatureSlot(featureSlot);
break;
}
case BaseEventId + FSR3PluginEvent::eExecute:
{
auto* params = (FSR3CommandExecutionData*)data;
if (params->featureSlot < 0 || params->featureSlot >= s_Features.size())
return;
auto& feature = s_Features[params->featureSlot];
UnityGraphicsD3D12RecordingState state;
s_GraphicsD3D12->CommandRecordingState(&state);
ffx::DispatchDescUpscale dispatchUpscale{};
dispatchUpscale.commandList = state.commandList;
dispatchUpscale.color = ffxApiGetResourceDX12(feature.textureTable.colorInput, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.depth = ffxApiGetResourceDX12(feature.textureTable.depth, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.motionVectors = ffxApiGetResourceDX12(feature.textureTable.motionVectors, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.exposure = ffxApiGetResourceDX12(feature.textureTable.exposureTexture, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.reactive = ffxApiGetResourceDX12(feature.textureTable.reactiveMask, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.transparencyAndComposition = ffxApiGetResourceDX12(feature.textureTable.transparencyMask, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchUpscale.output = ffxApiGetResourceDX12(feature.textureTable.colorOutput, FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ); // TODO: shouldn't this be FFX_API_RESOURCE_STATE_UNORDERED_ACCESS?
dispatchUpscale.jitterOffset.x = params->jitterOffsetX;
dispatchUpscale.jitterOffset.y = params->jitterOffsetY;
dispatchUpscale.motionVectorScale.x = params->MVScaleX;
dispatchUpscale.motionVectorScale.y = params->MVScaleY;
dispatchUpscale.reset = params->reset;
dispatchUpscale.enableSharpening = params->enableSharpening;
dispatchUpscale.sharpness = params->sharpness;
dispatchUpscale.frameTimeDelta = params->frameTimeDelta;
dispatchUpscale.preExposure = params->preExposure;
dispatchUpscale.renderSize.width = params->renderSizeWidth;
dispatchUpscale.renderSize.height = params->renderSizeHeight;
dispatchUpscale.upscaleSize.width = feature.upscaleSizeWidth;
dispatchUpscale.upscaleSize.height = feature.upscaleSizeHeight;
dispatchUpscale.cameraFovAngleVertical = params->cameraFovAngleVertical;
// TODO: it's possible that Unity already does this flip, check!
if (feature.flags & FFX_UPSCALE_ENABLE_DEPTH_INVERTED)
{
dispatchUpscale.cameraFar = params->cameraNear;
dispatchUpscale.cameraNear = params->cameraFar;
}
else
{
dispatchUpscale.cameraFar = params->cameraFar;
dispatchUpscale.cameraNear = params->cameraNear;
}
ffx::Dispatch(feature.upscalingContext, dispatchUpscale);
break;
}
case BaseEventId + FSR3PluginEvent::ePostExecute:
{
auto* params = (FSR3CommandExecutionData*)data;
break;
}
case BaseEventId + FSR3PluginEvent::eInit:
{
auto* params = (FSR3CommandInitializationData*)data;
if (params->featureSlot < 0 || params->featureSlot >= s_Features.size())
return;
auto& feature = s_Features[params->featureSlot];
feature.upscaleSizeWidth = params->displaySizeWidth;
feature.upscaleSizeHeight = params->displaySizeHeight;
feature.flags = params->flags;
ffx::CreateContextDescUpscale createUpscaling;
createUpscaling.maxUpscaleSize = { params->displaySizeWidth, params->displaySizeHeight };
createUpscaling.maxRenderSize = { params->maxRenderSizeWidth, params->maxRenderSizeHeight };
createUpscaling.flags = params->flags;
ffx::CreateContext(feature.upscalingContext, nullptr, createUpscaling, s_BackendDesc);
break;
}
}
}
static void UNITY_INTERFACE_API OnSetTextureEvent(int eventID, void* data)
{
if (s_GraphicsD3D12 == nullptr)
return;
auto* params = (UnityRenderingExtTextureUpdateParamsV2*)data;
uint32_t featureSlot = (params->userData >> 16) & 0xFFFF;
uint32_t textureSlot = (params->userData >> 1) & 0x7FFF;
uint32_t clearTextureTable = params->userData & 0x1;
if (featureSlot < 0 || featureSlot >= s_Features.size())
return;
auto& feature = s_Features[featureSlot];
// User rendering code
switch (eventID)
{
case kUnityRenderingExtEventUpdateTextureBeginV2:
{
if (clearTextureTable)
{
memset(&feature.textureTable, 0, sizeof(FSR3TextureTable));
}
break;
}
case kUnityRenderingExtEventUpdateTextureEndV2:
{
// We organized the texture table struct to be ordered the same as the texture slot enum
// This way we can use the texture slot value simply as a pointer offset into the texture table
*(((ID3D12Resource**)&feature.textureTable) + textureSlot) = s_GraphicsD3D12->TextureFromNativeTexture((UnityTextureID)params->textureID);
break;
}
}
}