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using System;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
namespace FidelityFX
{
public static class FfxUtils
{
public static float GetMipmapBiasOffset(int renderWidth, int displayWidth)
{
return Mathf.Log((float)renderWidth / displayWidth, 2.0f) - 1.0f;
}
public static int GetJitterPhaseCount(int renderWidth, int displayWidth)
{
const float basePhaseCount = 8.0f;
int jitterPhaseCount = (int)(basePhaseCount * Mathf.Pow((float)displayWidth / renderWidth, 2.0f));
return jitterPhaseCount;
}
public static void GetJitterOffset(out float outX, out float outY, int index, int phaseCount)
{
outX = Halton((index % phaseCount) + 1, 2) - 0.5f;
outY = Halton((index % phaseCount) + 1, 3) - 0.5f;
}
// Calculate halton number for index and base.
private static float Halton(int index, int @base)
{
float f = 1.0f, result = 0.0f;
for (int currentIndex = index; currentIndex > 0;) {
f /= @base;
result += f * (currentIndex % @base);
currentIndex = (int)Mathf.Floor((float)currentIndex / @base);
}
return result;
}
public static float Lanczos2(float value)
{
return Mathf.Abs(value) < Mathf.Epsilon ? 1.0f : Mathf.Sin(Mathf.PI * value) / (Mathf.PI * value) * (Mathf.Sin(0.5f * Mathf.PI * value) / (0.5f * Mathf.PI * value));
}
public static float[] GenerateLanczos2Table(int width)
{
float[] lanczos2Weights = new float[width];
for (int currentLanczosWidthIndex = 0; currentLanczosWidthIndex < width; ++currentLanczosWidthIndex)
{
float x = 2.0f * currentLanczosWidthIndex / (width - 1);
float y = Lanczos2(x);
lanczos2Weights[currentLanczosWidthIndex] = y;
}
return lanczos2Weights;
}
#if !UNITY_2021_1_OR_NEWER
internal static void SetBufferData(this CommandBuffer commandBuffer, ComputeBuffer computeBuffer, Array data)
{
commandBuffer.SetComputeBufferData(computeBuffer, data);
}
#endif
/// <summary>
/// Alternative for CommandBuffer.SetComputeTextureParam that guards against attempts to bind mip levels that don't exist.
/// </summary>
internal static void SetComputeTextureMipParam(this CommandBuffer commandBuffer, ComputeShader computeShader, int kernelIndex, int nameID, Texture texture, int mipLevel)
{
mipLevel = Math.Min(mipLevel, texture.mipmapCount - 1);
commandBuffer.SetComputeTextureParam(computeShader, kernelIndex, nameID, texture, mipLevel);
}
internal static void SetComputeResourceParam(this CommandBuffer commandBuffer, ComputeShader computeShader, int kernelIndex, int nameID, in ResourceView resource)
{
commandBuffer.SetComputeTextureParam(computeShader, kernelIndex, nameID, resource.RenderTarget, resource.MipLevel, resource.SubElement);
}
internal static void SetComputeConstantBufferParam<TBuf>(this CommandBuffer commandBuffer, ComputeShader computeShader, int nameID, ComputeBuffer buffer)
where TBuf: struct
{
commandBuffer.SetComputeConstantBufferParam(computeShader, nameID, buffer, 0, Marshal.SizeOf<TBuf>());
}
}
}