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228 lines
14 KiB
228 lines
14 KiB
using System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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namespace FidelityFX.FrameGen
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{
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internal abstract class OpticalFlowPass: IDisposable
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{
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protected readonly OpticalFlow.ContextDescription ContextDescription;
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protected readonly OpticalFlowResources Resources;
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protected readonly ComputeBuffer Constants;
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protected ComputeShader ComputeShader;
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protected int KernelIndex;
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private CustomSampler _sampler;
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protected OpticalFlowPass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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{
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ContextDescription = contextDescription;
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Resources = resources;
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Constants = constants;
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}
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public virtual void Dispose()
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{
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}
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public void ScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ = 1)
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{
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commandBuffer.BeginSample(_sampler);
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DoScheduleDispatch(commandBuffer, dispatchParams, frameIndex, level, dispatchX, dispatchY, dispatchZ);
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commandBuffer.EndSample(_sampler);
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}
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protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ);
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protected void InitComputeShader(string passName, ComputeShader shader)
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{
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if (shader == null)
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{
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throw new MissingReferenceException($"Shader for Optical Flow pass '{passName}' could not be loaded! Please ensure it is included in the project correctly.");
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}
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ComputeShader = shader;
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KernelIndex = ComputeShader.FindKernel("CS");
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_sampler = CustomSampler.Create(passName);
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}
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}
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internal class OpticalFlowPrepareLumaPass : OpticalFlowPass
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{
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public OpticalFlowPrepareLumaPass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Prepare Luma", contextDescription.shaders.prepareLuma);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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ref var color = ref dispatchParams.Color;
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInput, Resources.OpticalFlowInputLevels[0][frameIndex]);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowGenerateInputPyramidPass : OpticalFlowPass
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{
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private ComputeBuffer _spdConstants;
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public OpticalFlowGenerateInputPyramidPass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants, ComputeBuffer spdConstants)
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: base(contextDescription, resources, constants)
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{
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_spdConstants = spdConstants;
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InitComputeShader("Generate Optical Flow Input Pyramid", contextDescription.shaders.generateOpticalFlowInputPyramid);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInput, Resources.OpticalFlowInputLevels[0][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel1, Resources.OpticalFlowInputLevels[1][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel2, Resources.OpticalFlowInputLevels[2][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel3, Resources.OpticalFlowInputLevels[3][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel4, Resources.OpticalFlowInputLevels[4][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel5, Resources.OpticalFlowInputLevels[5][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel6, Resources.OpticalFlowInputLevels[6][frameIndex]);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf<OpticalFlow.SpdConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowGenerateSCDHistogramPass : OpticalFlowPass
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{
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public OpticalFlowGenerateSCDHistogramPass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Generate SCD Histogram", contextDescription.shaders.generateScdHistogram);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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// TODO: probably needs to be input from this frame (result from previous passes), but double check to be sure
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowInput, Resources.OpticalFlowInputLevels[0][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdHistogram, Resources.OpticalFlowSCDHistogram);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowComputeSCDDivergencePass : OpticalFlowPass
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{
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public OpticalFlowComputeSCDDivergencePass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Compute SCD Divergence", contextDescription.shaders.computeScdDivergence);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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ref var scdOutput = ref dispatchParams.OpticalFlowSCD;
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdHistogram, Resources.OpticalFlowSCDHistogram);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdPreviousHistogram, Resources.OpticalFlowSCDPreviousHistogram);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdTemp, Resources.OpticalFlowSCDTemp);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdOutput, scdOutput.RenderTarget, scdOutput.MipLevel, scdOutput.SubElement);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowComputePass : OpticalFlowPass
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{
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public OpticalFlowComputePass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Optical Flow Search", contextDescription.shaders.computeOpticalFlow);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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int levelIndex = frameIndex ^ (level & 1);
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ref var scdOutput = ref dispatchParams.OpticalFlowSCD;
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowInput, Resources.OpticalFlowInputLevels[level][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowPreviousInput, Resources.OpticalFlowInputLevels[level][frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlow, Resources.OpticalFlowLevels[level][levelIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdOutput, scdOutput.RenderTarget, scdOutput.MipLevel, scdOutput.SubElement);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowFilterPass : OpticalFlowPass
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{
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public OpticalFlowFilterPass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Optical Flow Filter", contextDescription.shaders.filterOpticalFlow);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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int levelIndex = frameIndex ^ (level & 1);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowPrevious, Resources.OpticalFlowLevels[level][levelIndex]);
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if (level == 0)
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{
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// Final output (levels are counted in reverse)
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ref var ofVector = ref dispatchParams.OpticalFlowVector;
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlow, ofVector.RenderTarget, ofVector.MipLevel, ofVector.SubElement);
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}
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else
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlow, Resources.OpticalFlowLevels[level][levelIndex ^ 1]);
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}
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal class OpticalFlowScalePass : OpticalFlowPass
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{
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public OpticalFlowScalePass(OpticalFlow.ContextDescription contextDescription, OpticalFlowResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Optical Flow Scale", contextDescription.shaders.scaleOpticalFlow);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, OpticalFlow.DispatchDescription dispatchParams, int frameIndex, int level, int dispatchX, int dispatchY, int dispatchZ)
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{
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if (level <= 0)
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return;
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int levelIndex = frameIndex ^ (level & 1);
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ref var scdOutput = ref dispatchParams.OpticalFlowSCD;
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowInput, Resources.OpticalFlowInputLevels[level][frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowPreviousInput, Resources.OpticalFlowInputLevels[level][frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlow, Resources.OpticalFlowLevels[level][levelIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowNextLevel, Resources.OpticalFlowLevels[level - 1][levelIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdOutput, scdOutput.RenderTarget, scdOutput.MipLevel, scdOutput.SubElement);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, OpticalFlowShaderIDs.CbOpticalFlow, Constants, 0, Marshal.SizeOf<OpticalFlow.OpticalFlowConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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}
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