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using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
namespace FidelityFX.FrameGen
{
public class FrameInterpolationContext
{
private FrameInterpolation.ContextDescription _contextDescription;
private FrameInterpolationPass _reconstructAndDilatePass;
private FrameInterpolationPass _setupPass;
private FrameInterpolationPass _reconstructPreviousDepthPass;
private FrameInterpolationPass _gameMotionVectorFieldPass;
private FrameInterpolationPass _opticalFlowVectorFieldPass;
private FrameInterpolationPass _disocclusionMaskPass;
private FrameInterpolationPass _interpolationPass;
private FrameInterpolationPass _inpaintingPyramidPass;
private FrameInterpolationPass _inpaintingPass;
private FrameInterpolationPass _gameVectorFieldInpaintingPyramidPass;
private FrameInterpolationPass _debugViewPass;
private readonly FrameInterpolationResources _resources = new FrameInterpolationResources();
private ComputeBuffer _frameInterpolationConstantsBuffer;
private readonly FrameInterpolation.Constants[] _frameInterpolationConstantsArray = { new FrameInterpolation.Constants() };
private ref FrameInterpolation.Constants Constants => ref _frameInterpolationConstantsArray[0];
private ComputeBuffer _spdConstantsBuffer;
private readonly FrameInterpolation.InpaintingPyramidConstants[] _spdConstantsArray = { new FrameInterpolation.InpaintingPyramidConstants() };
private ref FrameInterpolation.InpaintingPyramidConstants SpdConstants => ref _spdConstantsArray[0];
private readonly CustomSampler _sampler = CustomSampler.Create("Frame Interpolation");
private readonly CustomSampler _prepareSampler = CustomSampler.Create("Frame Interpolation - Prepare");
private bool _firstExecution;
private bool _asyncSupported;
private ulong _previousFrameID;
private ulong _dispatchCount;
public void Create(in FrameInterpolation.ContextDescription contextDescription)
{
_contextDescription = contextDescription;
_frameInterpolationConstantsBuffer = CreateConstantBuffer<FrameInterpolation.Constants>();
_spdConstantsBuffer = CreateConstantBuffer<FrameInterpolation.InpaintingPyramidConstants>();
_firstExecution = true;
_dispatchCount = 0;
_previousFrameID = 0;
_asyncSupported = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableAsyncSupport) == FrameInterpolation.InitializationFlags.EnableAsyncSupport;
Constants.maxRenderSize = _contextDescription.maxRenderSize;
Constants.displaySize = _contextDescription.displaySize;
Constants.displaySizeRcp.x = 1.0f / _contextDescription.displaySize.x;
Constants.displaySizeRcp.y = 1.0f / _contextDescription.displaySize.y;
Constants.interpolationRectBase = Vector2Int.zero;
Constants.interpolationRectSize = _contextDescription.displaySize;
_resources.Create(_contextDescription);
CreatePasses();
}
private void CreatePasses()
{
_reconstructAndDilatePass = new FrameInterpolationReconstructAndDilatePass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_setupPass = new FrameInterpolationSetupPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_reconstructPreviousDepthPass = new FrameInterpolationReconstructPreviousDepthPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_gameMotionVectorFieldPass = new FrameInterpolationGameMotionVectorFieldPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_opticalFlowVectorFieldPass = new FrameInterpolationOpticalFlowVectorFieldPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_disocclusionMaskPass = new FrameInterpolationDisocclusionMaskPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_interpolationPass = new FrameInterpolationInterpolationPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_inpaintingPyramidPass = new FrameInterpolationInpaintingPyramidPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer, _spdConstantsBuffer);
_inpaintingPass = new FrameInterpolationInpaintingPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
_gameVectorFieldInpaintingPyramidPass = new FrameInterpolationGameVectorFieldInpaintingPyramidPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer, _spdConstantsBuffer);
_debugViewPass = new FrameInterpolationDebugViewPass(_contextDescription, _resources, _frameInterpolationConstantsBuffer);
}
public void Destroy()
{
DestroyPass(ref _debugViewPass);
DestroyPass(ref _gameVectorFieldInpaintingPyramidPass);
DestroyPass(ref _inpaintingPass);
DestroyPass(ref _inpaintingPyramidPass);
DestroyPass(ref _interpolationPass);
DestroyPass(ref _disocclusionMaskPass);
DestroyPass(ref _opticalFlowVectorFieldPass);
DestroyPass(ref _gameMotionVectorFieldPass);
DestroyPass(ref _reconstructPreviousDepthPass);
DestroyPass(ref _setupPass);
DestroyPass(ref _reconstructAndDilatePass);
_resources.Destroy();
DestroyConstantBuffer(ref _spdConstantsBuffer);
DestroyConstantBuffer(ref _frameInterpolationConstantsBuffer);
}
public void Prepare(CommandBuffer commandBuffer, FrameInterpolation.PrepareDescription prepareDescription)
{
commandBuffer.BeginSample(_prepareSampler);
int doubleBufferId = _asyncSupported ? (int)(prepareDescription.frameID & 1) : 0;
Constants.renderSize = prepareDescription.renderSize;
Constants.jitter = prepareDescription.jitterOffset;
Vector2Int motionVectorsTargetSize = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableDisplayResolutionMotionVectors) != 0 ? Constants.displaySize : Constants.renderSize;
Constants.motionVectorScale.x = prepareDescription.motionVectorScale.x / motionVectorsTargetSize.x;
Constants.motionVectorScale.y = prepareDescription.motionVectorScale.y / motionVectorsTargetSize.y;
commandBuffer.SetBufferData(_frameInterpolationConstantsBuffer, _frameInterpolationConstantsArray);
Assert.IsTrue(prepareDescription.depth.IsValid);
Assert.IsTrue(prepareDescription.motionVectors.IsValid);
// clear estimated depth resources
{
bool inverted = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableDepthInverted) == FrameInterpolation.InitializationFlags.EnableDepthInverted;
commandBuffer.SetRenderTarget(_resources.ReconstructedDepth[doubleBufferId]);
commandBuffer.ClearRenderTarget(false, true, inverted ? Color.clear : Color.white);
}
int renderDispatchSizeX = (prepareDescription.renderSize.x + 7) / 8;
int renderDispatchSizeY = (prepareDescription.renderSize.y + 7) / 8;
((FrameInterpolationReconstructAndDilatePass)_reconstructAndDilatePass).ScheduleDispatch(commandBuffer, prepareDescription, doubleBufferId, renderDispatchSizeX, renderDispatchSizeY);
commandBuffer.EndSample(_prepareSampler);
}
public void Dispatch(CommandBuffer commandBuffer, FrameInterpolation.DispatchDescription dispatchDescription)
{
commandBuffer.BeginSample(_sampler);
bool reset = _dispatchCount == 0 || dispatchDescription.reset;
Assert.IsTrue(!_asyncSupported || reset || dispatchDescription.frameID > _previousFrameID,
"When async support is enabled, and the reset flag is not set, frame ID must increment in each dispatch.");
bool frameIdDecreased = dispatchDescription.frameID < _previousFrameID;
bool frameIdSkipped = (dispatchDescription.frameID - _previousFrameID) > 1;
bool disjointFrameId = frameIdDecreased || frameIdSkipped;
_previousFrameID = dispatchDescription.frameID;
_dispatchCount++; // TODO: this is pointless, it does the same as _firstExecution, no need to do any counting
Constants.renderSize = dispatchDescription.renderSize;
Constants.displaySize = dispatchDescription.displaySize;
Constants.displaySizeRcp.x = 1.0f / dispatchDescription.displaySize.x;
Constants.displaySizeRcp.y = 1.0f / dispatchDescription.displaySize.y;
Constants.upscalerTargetSize = dispatchDescription.interpolationRect.size;
Constants.mode = 0;
Constants.reset = (reset || disjointFrameId) ? 1 : 0;
Constants.deltaTime = dispatchDescription.frameTimeDelta;
Constants.HUDLessAttachedFactor = dispatchDescription.currentBackBuffer_HUDLess.IsValid ? 1 : 0;
Constants.opticalFlowScale = dispatchDescription.opticalFlowScale;
Constants.opticalFlowBlockSize = dispatchDescription.opticalFlowBlockSize;
Constants.dispatchFlags = (uint)dispatchDescription.flags;
Constants.cameraNear = dispatchDescription.cameraNear;
Constants.cameraFar = dispatchDescription.cameraFar;
Constants.interpolationRectBase = dispatchDescription.interpolationRect.position;
Constants.interpolationRectSize = dispatchDescription.interpolationRect.size;
// Debug bar
Constants.debugBarColor.x = DebugBarColorSequence[_debugIndex * 3 + 0];
Constants.debugBarColor.y = DebugBarColorSequence[_debugIndex * 3 + 1];
Constants.debugBarColor.z = DebugBarColorSequence[_debugIndex * 3 + 2];
_debugIndex = (_debugIndex + 1) % (DebugBarColorSequence.Length / 3);
Constants.backBufferTransferFunction = (uint)dispatchDescription.backbufferTransferFunction;
Constants.minMaxLuminance = dispatchDescription.minMaxLuminance;
float aspectRatio = dispatchDescription.renderSize.x / (float)dispatchDescription.renderSize.y;
float cameraAngleHorizontal = Mathf.Atan(Mathf.Tan(dispatchDescription.cameraFovAngleVertical / 2) * aspectRatio) * 2;
Constants.tanHalfFOV = Mathf.Tan(cameraAngleHorizontal * 0.5f);
Constants.deviceToViewDepth = SetupDeviceDepthToViewSpaceDepthParams(dispatchDescription);
commandBuffer.SetBufferData(_frameInterpolationConstantsBuffer, _frameInterpolationConstantsArray);
int doubleBufferId = _asyncSupported ? (int)(dispatchDescription.frameID & 1) : 0;
int displayDispatchSizeX = (dispatchDescription.displaySize.x + 7) / 8;
int displayDispatchSizeY = (dispatchDescription.displaySize.y + 7) / 8;
int renderDispatchSizeX = (dispatchDescription.renderSize.x + 7) / 8;
int renderDispatchSizeY = (dispatchDescription.renderSize.y + 7) / 8;
int opticalFlowDispatchSizeX = (int)(dispatchDescription.displaySize.x / (float)dispatchDescription.opticalFlowBlockSize + 7) / 8;
int opticalFlowDispatchSizeY = (int)(dispatchDescription.displaySize.y / (float)dispatchDescription.opticalFlowBlockSize + 7) / 8;
bool executePreparationPasses = (Constants.reset == 0);
// Schedule work for the interpolation command list
// TODO
commandBuffer.EndSample(_sampler);
}
private Vector4 SetupDeviceDepthToViewSpaceDepthParams(FrameInterpolation.DispatchDescription dispatchParams)
{
bool inverted = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableDepthInverted) != 0;
bool infinite = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableDepthInfinite) != 0;
// make sure it has no impact if near and far plane values are swapped in dispatch params
// the flags "inverted" and "infinite" will decide what transform to use
float min = Mathf.Min(dispatchParams.cameraNear, dispatchParams.cameraFar);
float max = Mathf.Max(dispatchParams.cameraNear, dispatchParams.cameraFar);
if (inverted)
{
(min, max) = (max, min);
}
float q = max / (min - max);
float d = -1.0f;
Vector4 matrixElemC = new Vector4(q, -1.0f - Mathf.Epsilon, q, 0.0f + Mathf.Epsilon);
Vector4 matrixElemE = new Vector4(q * min, -min - Mathf.Epsilon, q * min, max);
// Revert x and y coords
float aspect = (float)dispatchParams.renderSize.x / dispatchParams.renderSize.y;
float cotHalfFovY = Mathf.Cos(0.5f * dispatchParams.cameraFovAngleVertical) / Mathf.Sin(0.5f * dispatchParams.cameraFovAngleVertical);
int matrixIndex = (inverted ? 2 : 0) + (infinite ? 1 : 0);
return new Vector4(
d * matrixElemC[matrixIndex],
matrixElemE[matrixIndex],
aspect / cotHalfFovY,
1.0f / cotHalfFovY);
}
private int _debugIndex = 0;
private static readonly float[] DebugBarColorSequence =
{
0.0f, 1.0f, 1.0f, // teal
1.0f, 0.42f, 0.0f, // orange
0.0f, 0.16f, 1.0f, // blue
0.74f, 1.0f, 0.0f, // lime
0.68f, 0.0f, 1.0f, // purple
0.0f, 1.0f, 0.1f, // green
1.0f, 1.0f, 0.48f // bright yellow
};
private static ComputeBuffer CreateConstantBuffer<TConstants>() where TConstants: struct
{
return new ComputeBuffer(1, Marshal.SizeOf<TConstants>(), ComputeBufferType.Constant);
}
private static void DestroyConstantBuffer(ref ComputeBuffer bufferRef)
{
if (bufferRef == null)
return;
bufferRef.Release();
bufferRef = null;
}
private static void DestroyPass(ref FrameInterpolationPass pass)
{
if (pass == null)
return;
pass.Dispose();
pass = null;
}
}
}