// 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;
namespace FidelityFX.FSR2
{
///
/// A collection of helper functions and data structures required by the FSR2 process.
///
public static class Fsr2
{
///
/// Creates a new FSR2 context with standard parameters that are appropriate for the current platform.
///
public static Fsr2Context CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, Fsr2Shaders shaders, InitializationFlags flags = 0)
{
if (SystemInfo.usesReversedZBuffer)
flags |= InitializationFlags.EnableDepthInverted;
else
flags &= ~InitializationFlags.EnableDepthInverted;
#if UNITY_EDITOR || DEVELOPMENT_BUILD
flags |= InitializationFlags.EnableDebugChecking;
#endif
Debug.Log($"Setting up FSR2 with render size: {maxRenderSize.x}x{maxRenderSize.y}, display size: {displaySize.x}x{displaySize.y}, flags: {flags}");
var contextDescription = new ContextDescription
{
Flags = flags,
DisplaySize = displaySize,
MaxRenderSize = maxRenderSize,
Shaders = shaders,
};
var context = new Fsr2Context();
context.Create(contextDescription);
return context;
}
public static float GetUpscaleRatioFromQualityMode(QualityMode qualityMode)
{
switch (qualityMode)
{
case QualityMode.NativeAA:
return 1.0f;
case QualityMode.UltraQuality:
return 1.2f;
case QualityMode.Quality:
return 1.5f;
case QualityMode.Balanced:
return 1.7f;
case QualityMode.Performance:
return 2.0f;
case QualityMode.UltraPerformance:
return 3.0f;
default:
return 1.0f;
}
}
public static void GetRenderResolutionFromQualityMode(out int renderWidth, out int renderHeight, int displayWidth, int displayHeight, QualityMode qualityMode)
{
float ratio = GetUpscaleRatioFromQualityMode(qualityMode);
renderWidth = Mathf.RoundToInt(displayWidth / ratio);
renderHeight = Mathf.RoundToInt(displayHeight / ratio);
}
public enum QualityMode
{
NativeAA = 0,
UltraQuality = 1,
Quality = 2,
Balanced = 3,
Performance = 4,
UltraPerformance = 5,
}
[Flags]
public enum InitializationFlags
{
EnableHighDynamicRange = 1 << 0,
EnableDisplayResolutionMotionVectors = 1 << 1,
EnableMotionVectorsJitterCancellation = 1 << 2,
EnableDepthInverted = 1 << 3,
EnableDepthInfinite = 1 << 4,
EnableAutoExposure = 1 << 5,
EnableDynamicResolution = 1 << 6,
EnableFP16Usage = 1 << 7,
EnableDebugChecking = 1 << 8,
}
///
/// A structure encapsulating the parameters required to initialize FidelityFX Super Resolution 2 upscaling.
///
public struct ContextDescription
{
public InitializationFlags Flags;
public Vector2Int MaxRenderSize;
public Vector2Int DisplaySize;
public Fsr2Shaders Shaders;
}
///
/// A structure encapsulating the parameters for dispatching the various passes of FidelityFX Super Resolution 2.
///
public struct DispatchDescription
{
public ResourceView Color;
public ResourceView Depth;
public ResourceView MotionVectors;
public ResourceView Exposure; // optional
public ResourceView Reactive; // optional
public ResourceView TransparencyAndComposition; // optional
public ResourceView Output;
public Vector2 JitterOffset;
public Vector2 MotionVectorScale;
public Vector2Int RenderSize;
public Vector2Int InputResourceSize;
public bool EnableSharpening;
public float Sharpness;
public float FrameTimeDelta; // in seconds
public float PreExposure;
public bool Reset;
public float CameraNear;
public float CameraFar;
public float CameraFovAngleVertical;
public float ViewSpaceToMetersFactor;
public bool UseTextureArrays; // Enable texture array bindings, primarily used for HDRP and XR
// EXPERIMENTAL reactive mask generation parameters
public bool EnableAutoReactive;
public ResourceView ColorOpaqueOnly;
public float AutoTcThreshold;
public float AutoTcScale;
public float AutoReactiveScale;
public float AutoReactiveMax;
public static readonly DispatchDescription Default = new DispatchDescription
{
AutoTcThreshold = 0.05f,
AutoTcScale = 1.0f,
AutoReactiveScale = 5.0f,
AutoReactiveMax = 0.9f,
};
}
///
/// A structure encapsulating the parameters for automatic generation of a reactive mask.
/// The default values for Scale, CutoffThreshold, BinaryValue and Flags were taken from the FSR2 demo project.
///
public struct GenerateReactiveDescription
{
public ResourceView ColorOpaqueOnly;
public ResourceView ColorPreUpscale;
public ResourceView OutReactive;
public Vector2Int RenderSize;
public float Scale;
public float CutoffThreshold;
public float BinaryValue;
public GenerateReactiveFlags Flags;
public static readonly GenerateReactiveDescription Default = new GenerateReactiveDescription
{
Scale = 0.5f,
CutoffThreshold = 0.2f,
BinaryValue = 0.9f,
Flags = GenerateReactiveFlags.ApplyTonemap | GenerateReactiveFlags.ApplyThreshold | GenerateReactiveFlags.UseComponentsMax,
};
}
[Flags]
public enum GenerateReactiveFlags
{
ApplyTonemap = 1 << 0,
ApplyInverseTonemap = 1 << 1,
ApplyThreshold = 1 << 2,
UseComponentsMax = 1 << 3,
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct UpscalerConstants
{
public Vector2Int renderSize;
public Vector2Int maxRenderSize;
public Vector2Int displaySize;
public Vector2Int inputColorResourceDimensions;
public Vector2Int lumaMipDimensions;
public int lumaMipLevelToUse;
public int frameIndex;
public Vector4 deviceToViewDepth;
public Vector2 jitterOffset;
public Vector2 motionVectorScale;
public Vector2 downscaleFactor;
public Vector2 motionVectorJitterCancellation;
public float preExposure;
public float previousFramePreExposure;
public float tanHalfFOV;
public float jitterPhaseCount;
public float deltaTime;
public float dynamicResChangeFactor;
public float viewSpaceToMetersFactor;
public float padding;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct SpdConstants
{
public FfxSpd.SpdConstants spd;
public uint renderSizeX, renderSizeY;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct GenerateReactiveConstants
{
public float scale;
public float threshold;
public float binaryValue;
public uint flags;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct GenerateReactiveConstants2
{
public float autoTcThreshold;
public float autoTcScale;
public float autoReactiveScale;
public float autoReactiveMax;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct RcasConstants
{
public RcasConstants(uint sharpness, uint halfSharp)
{
this.sharpness = sharpness;
this.halfSharp = halfSharp;
dummy0 = dummy1 = 0;
}
public readonly uint sharpness;
public readonly uint halfSharp;
public readonly uint dummy0;
public readonly uint dummy1;
}
}
}