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405 lines
27 KiB
405 lines
27 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.FSR3
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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 FSR3 Upscaler process.
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/// This loosely matches the FfxPipelineState struct from the original FSR3 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 Fsr3UpscalerPass: FfxPassWithFlags<Fsr3Upscaler.DispatchDescription, Fsr3Upscaler.InitializationFlags>
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{
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protected readonly Fsr3UpscalerResources Resources;
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protected readonly ComputeBuffer Constants;
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protected Fsr3UpscalerPass(in Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base("FSR3 Upscaler", 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 & Fsr3Upscaler.InitializationFlags.EnableHighDynamicRange) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT");
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if ((Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS");
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if ((Flags & Fsr3Upscaler.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS");
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if ((Flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH");
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if (useLut) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE");
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if ((Flags & Fsr3Upscaler.InitializationFlags.EnableFP16Usage) != 0) ComputeShader.EnableKeyword("FFX_HALF");
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}
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}
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internal class Fsr3UpscalerPrepareInputsPass : Fsr3UpscalerPass
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{
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public Fsr3UpscalerPrepareInputsPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Prepare Inputs", contextDescription.Shaders.prepareInputsPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, dispatchParams.Depth);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedMotionVectors, Resources.DilatedVelocity);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedDepth, Resources.DilatedDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFarthestDepth, Fsr3ShaderIDs.UavIntermediate);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, 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 class Fsr3UpscalerLumaPyramidPass : Fsr3UpscalerPass
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{
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private readonly ComputeBuffer _spdConstants;
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public Fsr3UpscalerLumaPyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources 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.lumaPyramidPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavIntermediate);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFrameInfo, Resources.FrameInfo);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip0, Resources.SpdMips, 0);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip1, Resources.SpdMips, 1);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip2, Resources.SpdMips, 2);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip3, Resources.SpdMips, 3);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip4, Resources.SpdMips, 4);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip5, Resources.SpdMips, 5);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.SpdConstants>(ComputeShader, Fsr3ShaderIDs.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 class Fsr3UpscalerShadingChangePyramidPass : Fsr3UpscalerPass
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{
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private readonly ComputeBuffer _spdConstants;
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public Fsr3UpscalerShadingChangePyramidPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources 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 Shading Change Pyramid", contextDescription.Shaders.shadingChangePyramidPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip0, Resources.SpdMips, 0);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip1, Resources.SpdMips, 1);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip2, Resources.SpdMips, 2);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip3, Resources.SpdMips, 3);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip4, Resources.SpdMips, 4);
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commandBuffer.SetComputeTextureMipParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip5, Resources.SpdMips, 5);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.SpdConstants>(ComputeShader, Fsr3ShaderIDs.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 class Fsr3UpscalerShadingChangePass : Fsr3UpscalerPass
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{
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public Fsr3UpscalerShadingChangePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Compute Shading Change", contextDescription.Shaders.shadingChangePass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvSpdMips, Resources.SpdMips);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, 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 class Fsr3UpscalerPrepareReactivityPass : Fsr3UpscalerPass
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{
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public Fsr3UpscalerPrepareReactivityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Prepare Reactivity", contextDescription.Shaders.prepareReactivityPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvShadingChange, Fsr3ShaderIDs.UavShadingChange);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[bufferIndex]);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, 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 class Fsr3UpscalerLumaInstabilityPass : Fsr3UpscalerPass
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{
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public Fsr3UpscalerLumaInstabilityPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("Compute Luminance Instability", contextDescription.Shaders.lumaInstabilityPass);
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}
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFrameInfo, Resources.FrameInfo);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaInstability, Fsr3ShaderIDs.UavIntermediate);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, 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 class Fsr3UpscalerAccumulatePass : Fsr3UpscalerPass
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{
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private const string SharpeningKeyword = "FFX_FSR3UPSCALER_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 Fsr3UpscalerAccumulatePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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InitComputeShader("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 Fsr3Upscaler.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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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks);
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if ((Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
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}
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else
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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}
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavIntermediate);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[bufferIndex]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, 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 class Fsr3UpscalerSharpenPass : Fsr3UpscalerPass
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{
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private readonly ComputeBuffer _rcasConstants;
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public Fsr3UpscalerSharpenPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources 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 Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[bufferIndex]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.RcasConstants>(ComputeShader, Fsr3ShaderIDs.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 class Fsr3UpscalerGenerateReactivePass : Fsr3UpscalerPass
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{
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private readonly ComputeBuffer _generateReactiveConstants;
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public Fsr3UpscalerGenerateReactivePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources 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 Fsr3Upscaler.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, Fsr3Upscaler.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, Fsr3ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, dispatchParams.OutReactive);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.GenerateReactiveConstants>(ComputeShader, Fsr3ShaderIDs.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 class Fsr3UpscalerTcrAutogeneratePass : Fsr3UpscalerPass
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{
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private readonly ComputeBuffer _tcrAutogenerateConstants;
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public Fsr3UpscalerTcrAutogeneratePass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources 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 Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
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{
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex ^ 1]);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive);
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, Resources.AutoReactive);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoComposition, Resources.AutoComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex]);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants);
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.GenerateReactiveConstants2>(ComputeShader, Fsr3ShaderIDs.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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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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internal class Fsr3UpscalerDebugViewPass : Fsr3UpscalerPass
|
|
{
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|
public Fsr3UpscalerDebugViewPass(Fsr3Upscaler.ContextDescription contextDescription, Fsr3UpscalerResources resources, ComputeBuffer constants)
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|
: base(contextDescription, resources, constants)
|
|
{
|
|
InitComputeShader("Debug View", contextDescription.Shaders.debugViewPass);
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|
}
|
|
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|
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ)
|
|
{
|
|
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks);
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|
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
|
|
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth);
|
|
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex]);
|
|
commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure);
|
|
|
|
commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output);
|
|
|
|
commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants);
|
|
|
|
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ);
|
|
}
|
|
}
|
|
#endif
|
|
}
|