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316 lines
20 KiB
316 lines
20 KiB
// Copyright (c) 2024 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace FidelityFX.FSR2
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{
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/// <summary>
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/// Base class for all of the compute passes that make up the FSR2 process.
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/// This loosely matches the FfxPipelineState struct from the original FSR2 codebase, wrapped in an object-oriented blanket.
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/// These classes are responsible for loading compute shaders, managing temporary resources, binding resources to shader kernels and dispatching said shaders.
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/// </summary>
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internal abstract class Fsr2Pass: FfxPassWithFlags<Fsr2.DispatchDescription, Fsr2.InitializationFlags>
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{
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internal const int ShadingChangeMipLevel = 4; // This matches the FFX_FSR2_SHADING_CHANGE_MIP_LEVEL define
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protected readonly Fsr2Resources Resources;
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protected readonly ComputeBuffer Constants;
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protected Fsr2Pass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base("FSR2", contextDescription.Flags)
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{
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Resources = resources;
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Constants = constants;
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}
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protected override void SetupShaderKeywords()
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{
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bool useLut = false;
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#if UNITY_2022_1_OR_NEWER // This will also work in 2020.3.43+ and 2021.3.14+
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if (SystemInfo.computeSubGroupSize == 64)
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{
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useLut = true;
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}
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#endif
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// This matches the permutation rules from the CreatePipeline* functions
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if ((Flags & Fsr2.InitializationFlags.EnableHighDynamicRange) != 0) ComputeShader.EnableKeyword("FFX_FSR2_OPTION_HDR_COLOR_INPUT");
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if ((Flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) ComputeShader.EnableKeyword("FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS");
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if ((Flags & Fsr2.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0) ComputeShader.EnableKeyword("FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS");
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if ((Flags & Fsr2.InitializationFlags.EnableDepthInverted) != 0) ComputeShader.EnableKeyword("FFX_FSR2_OPTION_INVERTED_DEPTH");
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if (useLut) ComputeShader.EnableKeyword("FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE");
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if ((Flags & Fsr2.InitializationFlags.EnableFP16Usage) != 0) ComputeShader.EnableKeyword("FFX_HALF");
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}
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}
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internal sealed class Fsr2ComputeLuminancePyramidPass : Fsr2Pass
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{
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private readonly ComputeBuffer _spdConstants;
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public Fsr2ComputeLuminancePyramidPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources 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("Compute Luminance Pyramid", contextDescription.Shaders.computeLuminancePyramidPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMip5, Resources.SceneLuminance, 5);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoExposure, Resources.AutoExposure);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.SpdConstants>(ComputeShader, Fsr2ShaderIDs.CbSpd, _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 sealed class Fsr2ReconstructPreviousDepthPass : Fsr2Pass
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{
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public Fsr2ReconstructPreviousDepthPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Reconstruct & Dilate", contextDescription.Shaders.reconstructPreviousDepthPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal sealed class Fsr2DepthClipPass : Fsr2Pass
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{
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public Fsr2DepthClipPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Depth Clip", contextDescription.Shaders.depthClipPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex ^ 1]);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal sealed class Fsr2LockPass : Fsr2Pass
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{
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public Fsr2LockPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Create Locks", contextDescription.Shaders.lockPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal sealed class Fsr2AccumulatePass : Fsr2Pass
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{
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private const string SharpeningKeyword = "FFX_FSR2_OPTION_APPLY_SHARPENING";
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#if UNITY_2021_2_OR_NEWER
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private readonly LocalKeyword _sharpeningKeyword;
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#endif
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public Fsr2AccumulatePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Reproject & Accumulate", contextDescription.Shaders.accumulatePass);
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#if UNITY_2021_2_OR_NEWER
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_sharpeningKeyword = new LocalKeyword(ComputeShader, SharpeningKeyword);
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#endif
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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#if UNITY_2021_2_OR_NEWER
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if (dispatchParams.EnableSharpening)
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commandBuffer.EnableKeyword(ComputeShader, _sharpeningKeyword);
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else
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commandBuffer.DisableKeyword(ComputeShader, _sharpeningKeyword);
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#else
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if (dispatchParams.EnableSharpening)
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commandBuffer.EnableShaderKeyword(SharpeningKeyword);
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else
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commandBuffer.DisableShaderKeyword(SharpeningKeyword);
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#endif
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if ((Flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]);
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}
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else
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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}
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvAutoExposure, Resources.AutoExposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLumaHistory, Resources.LumaHistory[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[bufferIndex]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal sealed class Fsr2SharpenPass : Fsr2Pass
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{
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private readonly ComputeBuffer _rcasConstants;
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public Fsr2SharpenPass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer rcasConstants)
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: base(contextDescription, resources, constants)
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{
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_rcasConstants = rcasConstants;
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InitComputeShader("RCAS Sharpening", contextDescription.Shaders.sharpenPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[bufferIndex]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.RcasConstants>(ComputeShader, Fsr2ShaderIDs.CbRcas, _rcasConstants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
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}
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}
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internal sealed class Fsr2GenerateReactivePass : Fsr2Pass
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{
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private readonly ComputeBuffer _generateReactiveConstants;
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public Fsr2GenerateReactivePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer generateReactiveConstants)
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: base(contextDescription, resources, null)
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{
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_generateReactiveConstants = generateReactiveConstants;
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InitComputeShader("Auto-Generate Reactive Mask", contextDescription.Shaders.autoGenReactivePass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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}
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public void ScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
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{
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commandBuffer.BeginSample(Sampler);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, dispatchParams.OutReactive);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.GenerateReactiveConstants>(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _generateReactiveConstants);
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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commandBuffer.EndSample(Sampler);
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}
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}
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internal sealed class Fsr2TcrAutogeneratePass : Fsr2Pass
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{
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private readonly ComputeBuffer _tcrAutogenerateConstants;
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public Fsr2TcrAutogeneratePass(in Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants, ComputeBuffer tcrAutogenerateConstants)
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: base(contextDescription, resources, constants)
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{
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_tcrAutogenerateConstants = tcrAutogenerateConstants;
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InitComputeShader("Auto-Generate Transparency & Composition Mask", contextDescription.Shaders.tcrAutoGenPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex ^ 1]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, Resources.AutoReactive);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoComposition, Resources.AutoComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex]);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.UpscalerConstants>(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr2.GenerateReactiveConstants2>(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _tcrAutogenerateConstants);
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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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