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Moved Shader ID constants to a separate class file

mac-autoexp
Nico de Poel 3 years ago
parent
commit
1cc0de7c89
  1. 8
      Assets/Scripts/Core/Fsr2Context.cs
  2. 184
      Assets/Scripts/Core/Fsr2Pipeline.cs
  3. 55
      Assets/Scripts/Core/Fsr2ShaderIDs.cs
  4. 3
      Assets/Scripts/Core/Fsr2ShaderIDs.cs.meta
  5. 26
      Assets/Scripts/Fsr2ImageEffect.cs
  6. 12
      Assets/Scripts/Fsr2PostProcessEffect.cs

8
Assets/Scripts/Core/Fsr2Context.cs

@ -371,22 +371,22 @@ namespace FidelityFX
// Global texture binding may be queued as part of the command list, which is why we check these after running the process at least once
if (!_firstExecution)
{
if (!dispatchParams.Color.HasValue && Shader.GetGlobalTexture(Fsr2Pipeline.SrvInputColor) == null)
if (!dispatchParams.Color.HasValue && Shader.GetGlobalTexture(Fsr2ShaderIDs.SrvInputColor) == null)
{
Debug.LogError("Color resource is null");
}
if (!dispatchParams.Depth.HasValue && Shader.GetGlobalTexture(Fsr2Pipeline.SrvInputDepth) == null)
if (!dispatchParams.Depth.HasValue && Shader.GetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth) == null)
{
Debug.LogError("Depth resource is null");
}
if (!dispatchParams.MotionVectors.HasValue && Shader.GetGlobalTexture(Fsr2Pipeline.SrvInputMotionVectors) == null)
if (!dispatchParams.MotionVectors.HasValue && Shader.GetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors) == null)
{
Debug.LogError("MotionVectors resource is null");
}
if (!dispatchParams.Output.HasValue && Shader.GetGlobalTexture(Fsr2Pipeline.UavUpscaledOutput) == null)
if (!dispatchParams.Output.HasValue && Shader.GetGlobalTexture(Fsr2ShaderIDs.UavUpscaledOutput) == null)
{
Debug.LogError("Output resource is null");
}

184
Assets/Scripts/Core/Fsr2Pipeline.cs

@ -22,54 +22,6 @@ namespace FidelityFX
protected ComputeShader ComputeShader;
protected int KernelIndex;
// Shader resource views, i.e. read-only bindings
internal static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered");
internal static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only");
internal static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors");
internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth");
internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure");
internal static readonly int SrvAutoExposure = Shader.PropertyToID("r_auto_exposure");
internal static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask");
internal static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask");
internal static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth");
internal static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors");
internal static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors");
internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilatedDepth");
internal static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color");
internal static readonly int SrvLockStatus = Shader.PropertyToID("r_lock_status");
internal static readonly int SrvLockInputLuma = Shader.PropertyToID("r_lock_input_luma");
internal static readonly int SrvPreparedInputColor = Shader.PropertyToID("r_prepared_input_color");
internal static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history");
internal static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input");
internal static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut");
internal static readonly int SrvSceneLuminanceMips = Shader.PropertyToID("r_imgMips");
internal static readonly int SrvUpscaleMaximumBiasLut = Shader.PropertyToID("r_upsample_maximum_bias_lut");
internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
// Unordered access views, i.e. random read/write bindings
internal static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth");
internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilatedDepth");
internal static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color");
internal static readonly int UavLockStatus = Shader.PropertyToID("rw_lock_status");
internal static readonly int UavLockInputLuma = Shader.PropertyToID("rw_lock_input_luma");
internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
internal static readonly int UavPreparedInputColor = Shader.PropertyToID("rw_prepared_input_color");
internal static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history");
internal static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output");
internal static readonly int UavExposureMipLumaChange = Shader.PropertyToID("rw_img_mip_shading_change");
internal static readonly int UavExposureMip5 = Shader.PropertyToID("rw_img_mip_5");
internal static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks");
internal static readonly int UavAutoExposure = Shader.PropertyToID("rw_auto_exposure");
internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
// Constant buffer bindings
protected static readonly int CbFsr2 = Shader.PropertyToID("cbFSR2");
protected static readonly int CbSpd = Shader.PropertyToID("cbSPD");
protected static readonly int CbRcas = Shader.PropertyToID("cbRCAS");
protected static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive");
protected virtual bool AllowFP16 => true;
protected Fsr2Pipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
@ -94,40 +46,38 @@ namespace FidelityFX
// Set up shared aliasable resources, i.e. temporary render textures
// These do not need to persist between frames, but they do need to be available between passes
// TODO: we could potentially gather *all* resource binding here, by using CommandBuffer.SetGlobalTexture for everything
// Resource FSR2_SpdAtomicCounter: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavSpdAtomicCount, 1, 1, 0, default, GraphicsFormat.R32_UInt, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavSpdAtomicCount, 1, 1, 0, default, GraphicsFormat.R32_UInt, 1, true);
// FSR2_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true);
// FSR2_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1, true);
// FSR2_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR2_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
// FSR2_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
// FSR2_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(UavNewLocks, displaySize.x, displaySize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavNewLocks, displaySize.x, displaySize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
}
public static void UnregisterResources(CommandBuffer commandBuffer)
{
// Release all of the aliasable resources used this frame
commandBuffer.ReleaseTemporaryRT(UavSpdAtomicCount);
commandBuffer.ReleaseTemporaryRT(UavReconstructedPrevNearestDepth);
commandBuffer.ReleaseTemporaryRT(UavDilatedDepth);
commandBuffer.ReleaseTemporaryRT(UavLockInputLuma);
commandBuffer.ReleaseTemporaryRT(UavDilatedReactiveMasks);
commandBuffer.ReleaseTemporaryRT(UavPreparedInputColor);
commandBuffer.ReleaseTemporaryRT(UavNewLocks);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavSpdAtomicCount);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavReconstructedPrevNearestDepth);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavDilatedDepth);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavLockInputLuma);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavDilatedReactiveMasks);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavPreparedInputColor);
commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavNewLocks);
}
protected void LoadComputeShader(string name)
@ -192,14 +142,14 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
if (dispatchParams.Color.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavExposureMip5, Resources.SceneLuminance, 5);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavAutoExposure, Resources.AutoExposure);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMip5, Resources.SceneLuminance, 5);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoExposure, Resources.AutoExposure);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbSpd, _spdConstants, 0, Marshal.SizeOf<Fsr2.SpdConstants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf<Fsr2.SpdConstants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -216,20 +166,20 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
if (dispatchParams.Color.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
if (dispatchParams.Depth.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
if (dispatchParams.MotionVectors.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
if (dispatchParams.Exposure.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -246,29 +196,29 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
if (dispatchParams.Color.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
if (dispatchParams.Depth.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
if (dispatchParams.MotionVectors.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
if (dispatchParams.Exposure.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
if (dispatchParams.Reactive.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvReactiveMask, dispatchParams.Reactive.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive.Value);
if (dispatchParams.TransparencyAndComposition.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvReconstructedPrevNearestDepth, UavReconstructedPrevNearestDepth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvDilatedDepth, UavDilatedDepth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -284,8 +234,8 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvLockInputLuma, UavLockInputLuma);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -305,31 +255,31 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
if ((ContextDescription.Flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
else if (dispatchParams.MotionVectors.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
if (dispatchParams.Exposure.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvDilatedReactiveMasks, UavDilatedReactiveMasks);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvPreparedInputColor, UavPreparedInputColor);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvLanczosLut, Resources.LanczosLut);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvSceneLuminanceMips, Resources.SceneLuminance);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvAutoExposure, Resources.AutoExposure);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavLockStatus, Resources.LockStatus[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavLumaHistory, Resources.LumaHistory[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvAutoExposure, Resources.AutoExposure);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]);
if (dispatchParams.Output.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavUpscaledOutput, dispatchParams.Output.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output.Value);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -384,15 +334,15 @@ namespace FidelityFX
public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
if (dispatchParams.Exposure.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvRcasInput, Resources.InternalUpscaled[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]);
if (dispatchParams.Output.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavUpscaledOutput, dispatchParams.Output.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output.Value);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbRcas, _rcasConstants, 0, Marshal.SizeOf<Fsr2.RcasConstants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbRcas, _rcasConstants, 0, Marshal.SizeOf<Fsr2.RcasConstants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}
@ -417,15 +367,15 @@ namespace FidelityFX
public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
{
if (dispatchParams.ColorOpaqueOnly.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly.Value, 0, RenderTextureSubElement.Color);
if (dispatchParams.ColorPreUpscale.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.ColorPreUpscale.Value, 0, RenderTextureSubElement.Color);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale.Value, 0, RenderTextureSubElement.Color);
if (dispatchParams.OutReactive.HasValue)
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavAutoReactive, dispatchParams.OutReactive.Value);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, dispatchParams.OutReactive.Value);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, CbGenReactive, _generateReactiveConstants, 0, Marshal.SizeOf<Fsr2.GenerateReactiveConstants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _generateReactiveConstants, 0, Marshal.SizeOf<Fsr2.GenerateReactiveConstants>());
commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
}

55
Assets/Scripts/Core/Fsr2ShaderIDs.cs

@ -0,0 +1,55 @@
using UnityEngine;
namespace FidelityFX
{
internal static class Fsr2ShaderIDs
{
// Shader resource views, i.e. read-only bindings
internal static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered");
internal static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only");
internal static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors");
internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth");
internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure");
internal static readonly int SrvAutoExposure = Shader.PropertyToID("r_auto_exposure");
internal static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask");
internal static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask");
internal static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth");
internal static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors");
internal static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors");
internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilatedDepth");
internal static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color");
internal static readonly int SrvLockStatus = Shader.PropertyToID("r_lock_status");
internal static readonly int SrvLockInputLuma = Shader.PropertyToID("r_lock_input_luma");
internal static readonly int SrvPreparedInputColor = Shader.PropertyToID("r_prepared_input_color");
internal static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history");
internal static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input");
internal static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut");
internal static readonly int SrvSceneLuminanceMips = Shader.PropertyToID("r_imgMips");
internal static readonly int SrvUpscaleMaximumBiasLut = Shader.PropertyToID("r_upsample_maximum_bias_lut");
internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
// Unordered access views, i.e. random read/write bindings
internal static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth");
internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilatedDepth");
internal static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color");
internal static readonly int UavLockStatus = Shader.PropertyToID("rw_lock_status");
internal static readonly int UavLockInputLuma = Shader.PropertyToID("rw_lock_input_luma");
internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
internal static readonly int UavPreparedInputColor = Shader.PropertyToID("rw_prepared_input_color");
internal static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history");
internal static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output");
internal static readonly int UavExposureMipLumaChange = Shader.PropertyToID("rw_img_mip_shading_change");
internal static readonly int UavExposureMip5 = Shader.PropertyToID("rw_img_mip_5");
internal static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks");
internal static readonly int UavAutoExposure = Shader.PropertyToID("rw_auto_exposure");
internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
// Constant buffer bindings
internal static readonly int CbFsr2 = Shader.PropertyToID("cbFSR2");
internal static readonly int CbSpd = Shader.PropertyToID("cbSPD");
internal static readonly int CbRcas = Shader.PropertyToID("cbRCAS");
internal static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive");
}
}

3
Assets/Scripts/Core/Fsr2ShaderIDs.cs.meta

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ad1eca9398174f6c85d8bc01d10993df
timeCreated: 1679060863

26
Assets/Scripts/Fsr2ImageEffect.cs

@ -98,8 +98,8 @@ namespace FidelityFX
// Create command buffers to bind the camera's output at the right moments in the render loop
_opaqueInputCommandBuffer = new CommandBuffer { name = "FSR2 Opaque Input" };
_opaqueInputCommandBuffer.GetTemporaryRT(Fsr2Pipeline.SrvOpaqueOnly, _renderSize.x, _renderSize.y, 0, default, DefaultFormat);
_opaqueInputCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, Fsr2Pipeline.SrvOpaqueOnly);
_opaqueInputCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.SrvOpaqueOnly, _renderSize.x, _renderSize.y, 0, default, DefaultFormat);
_opaqueInputCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, Fsr2ShaderIDs.SrvOpaqueOnly);
if (autoGenerateReactiveMask)
{
@ -250,7 +250,7 @@ namespace FidelityFX
_renderCamera.rect = _originalRect;
_renderCamera.ResetProjectionMatrix();
if (dest != null)
if (dest != null && _renderCamera.targetTexture == null)
{
Debug.LogError("FSR2 is not set to output directly to the backbuffer! Please ensure that FSR2 is the final pass in the image effects chain.");
Graphics.Blit(src, dest);
@ -262,31 +262,31 @@ namespace FidelityFX
_dispatchDescription.InputResourceSize = new Vector2Int(src.width, src.height);
_dispatchCommandBuffer.Clear();
_dispatchCommandBuffer.SetGlobalTexture(Fsr2Pipeline.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
_dispatchCommandBuffer.SetGlobalTexture(Fsr2Pipeline.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
_dispatchCommandBuffer.SetGlobalTexture(Fsr2Pipeline.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
if (autoGenerateReactiveMask)
{
_dispatchCommandBuffer.GetTemporaryRT(Fsr2Pipeline.UavAutoReactive, _renderSize.x, _renderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
_dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavAutoReactive, _renderSize.x, _renderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
_context.GenerateReactiveMask(_genReactiveDescription, _dispatchCommandBuffer);
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2Pipeline.SrvOpaqueOnly);
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.SrvOpaqueOnly);
_dispatchDescription.Reactive = Fsr2Pipeline.UavAutoReactive;
_dispatchDescription.Reactive = Fsr2ShaderIDs.UavAutoReactive;
}
// We are rendering to the backbuffer, so we need a temporary render texture for FSR2 to output to
_dispatchCommandBuffer.GetTemporaryRT(Fsr2Pipeline.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, DefaultFormat, default, 1, true);
_dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, DefaultFormat, default, 1, true);
_context.Dispatch(_dispatchDescription, _dispatchCommandBuffer);
// Output the upscaled image to the backbuffer
_dispatchCommandBuffer.Blit(Fsr2Pipeline.UavUpscaledOutput, dest);
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2Pipeline.UavUpscaledOutput);
_dispatchCommandBuffer.Blit(Fsr2ShaderIDs.UavUpscaledOutput, _renderCamera.targetTexture != null ? _renderCamera.targetTexture : dest);
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
if (autoGenerateReactiveMask)
{
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2Pipeline.UavAutoReactive);
_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavAutoReactive);
}
Graphics.ExecuteCommandBuffer(_dispatchCommandBuffer);

12
Assets/Scripts/Fsr2PostProcessEffect.cs

@ -126,9 +126,9 @@ namespace FidelityFX
// Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering
ApplyJitter(context.camera);
cmd.SetGlobalTexture(Fsr2Pipeline.SrvInputColor, context.source, RenderTextureSubElement.Color);
cmd.SetGlobalTexture(Fsr2Pipeline.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2Pipeline.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
SetupDispatchDescription(context);
@ -137,12 +137,12 @@ namespace FidelityFX
// TODO: auto-generate reactive mask
}
cmd.GetTemporaryRT(Fsr2Pipeline.UavUpscaledOutput, DisplaySize.x, DisplaySize.y, 0, default, context.sourceFormat, default, 1, true);
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, DisplaySize.x, DisplaySize.y, 0, default, context.sourceFormat, default, 1, true);
_fsrContext.Dispatch(_dispatchDescription, cmd);
cmd.BlitFullscreenTriangle(Fsr2Pipeline.UavUpscaledOutput, context.destination);
cmd.ReleaseTemporaryRT(Fsr2Pipeline.UavUpscaledOutput);
cmd.BlitFullscreenTriangle(Fsr2ShaderIDs.UavUpscaledOutput, context.destination);
cmd.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
}
/// <summary>

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