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Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles.

fsr3.1
Nico de Poel 2 years ago
parent
commit
6c024407cb
  1. 53
      Assets/Scripts/Core/Fsr3ShaderIDs.cs
  2. 175
      Assets/Scripts/Core/Fsr3UpscalerResources.cs

53
Assets/Scripts/Core/Fsr3ShaderIDs.cs

@ -1,4 +1,4 @@
// Copyright (c) 2023 Nico de Poel
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@ -30,23 +30,33 @@ namespace FidelityFX
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 SrvFrameInfo = Shader.PropertyToID("r_frame_info");
internal static readonly int SrvAutoExposure = Shader.PropertyToID("r_auto_exposure"); // obsolete
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 SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors"); // obsolete
internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth");
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 SrvAccumulation = Shader.PropertyToID("r_accumulation");
internal static readonly int SrvLockStatus = Shader.PropertyToID("r_lock_status"); // obsolete
internal static readonly int SrvLockInputLuma = Shader.PropertyToID("r_lock_input_luma"); // obsolete
internal static readonly int SrvPreparedInputColor = Shader.PropertyToID("r_prepared_input_color"); // obsolete
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 SrvSpdMips = Shader.PropertyToID("r_spd_mips");
internal static readonly int SrvSceneLuminanceMips = Shader.PropertyToID("r_imgMips"); // obsolete
internal static readonly int SrvUpscaleMaximumBiasLut = Shader.PropertyToID("r_upsample_maximum_bias_lut"); // obsolete
internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
internal static readonly int SrvNewLocks = Shader.PropertyToID("r_new_locks");
internal static readonly int SrvFarthestDepth = Shader.PropertyToID("r_farthest_depth");
internal static readonly int SrvFarthestDepthMip1 = Shader.PropertyToID("r_farthest_depth_mip1");
internal static readonly int SrvShadingChange = Shader.PropertyToID("r_shading_change");
internal static readonly int SrvCurrentLuma = Shader.PropertyToID("r_current_luma");
internal static readonly int SrvPreviousLuma = Shader.PropertyToID("r_previous_luma");
internal static readonly int SrvLumaInstability = Shader.PropertyToID("r_luma_instability");
internal static readonly int SrvPrevColorPreAlpha = Shader.PropertyToID("r_input_prev_color_pre_alpha");
internal static readonly int SrvPrevColorPostAlpha = Shader.PropertyToID("r_input_prev_color_post_alpha");
@ -55,18 +65,31 @@ namespace FidelityFX
internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth");
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 UavAccumulation = Shader.PropertyToID("rw_accumulation");
internal static readonly int UavLockStatus = Shader.PropertyToID("rw_lock_status"); // obsolete
internal static readonly int UavLockInputLuma = Shader.PropertyToID("rw_lock_input_luma"); // obsolete
internal static readonly int UavPreparedInputColor = Shader.PropertyToID("rw_prepared_input_color"); // obsolete
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 UavExposureMipLumaChange = Shader.PropertyToID("rw_img_mip_shading_change"); // obsolete
internal static readonly int UavExposureMip5 = Shader.PropertyToID("rw_img_mip_5"); // obsolete
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 UavFrameInfo = Shader.PropertyToID("rw_frame_info");
internal static readonly int UavAutoExposure = Shader.PropertyToID("rw_auto_exposure"); // obsolete
internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
internal static readonly int UavShadingChange = Shader.PropertyToID("rw_shading_change");
internal static readonly int UavFarthestDepth = Shader.PropertyToID("rw_farthest_depth");
internal static readonly int UavFarthestDepthMip1 = Shader.PropertyToID("rw_farthest_depth_mip1");
internal static readonly int UavCurrentLuma = Shader.PropertyToID("rw_current_luma");
internal static readonly int UavLumaInstability = Shader.PropertyToID("rw_luma_instability");
internal static readonly int UavSpdMip0 = Shader.PropertyToID("rw_spd_mip0");
internal static readonly int UavSpdMip1 = Shader.PropertyToID("rw_spd_mip1");
internal static readonly int UavSpdMip2 = Shader.PropertyToID("rw_spd_mip2");
internal static readonly int UavSpdMip3 = Shader.PropertyToID("rw_spd_mip3");
internal static readonly int UavSpdMip4 = Shader.PropertyToID("rw_spd_mip4");
internal static readonly int UavSpdMip5 = Shader.PropertyToID("rw_spd_mip5");
internal static readonly int UavAutoComposition = Shader.PropertyToID("rw_output_autocomposition");
internal static readonly int UavPrevColorPreAlpha = Shader.PropertyToID("rw_output_prev_color_pre_alpha");
internal static readonly int UavPrevColorPostAlpha = Shader.PropertyToID("rw_output_prev_color_post_alpha");

175
Assets/Scripts/Core/Fsr3UpscalerResources.cs

@ -1,4 +1,4 @@
// Copyright (c) 2023 Nico de Poel
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@ -31,22 +31,34 @@ namespace FidelityFX
/// </summary>
internal class Fsr3UpscalerResources
{
public Texture2D LanczosLut;
public Texture2D DefaultExposure;
public Texture2D DefaultReactive;
public Texture2D LanczosLut;
public Texture2D MaximumBiasLut;
public RenderTexture SpdAtomicCounter;
public RenderTexture AutoExposure;
public RenderTexture SceneLuminance;
public RenderTexture SpdMips;
public RenderTexture DilatedVelocity;
public RenderTexture DilatedDepth;
public RenderTexture ReconstructedPrevNearestDepth;
public RenderTexture FrameInfo;
public RenderTexture AutoReactive;
public RenderTexture AutoComposition;
public readonly RenderTexture[] DilatedMotionVectors = new RenderTexture[2];
public readonly RenderTexture[] LockStatus = new RenderTexture[2];
public readonly RenderTexture[] Accumulation = new RenderTexture[2];
public readonly RenderTexture[] Luma = new RenderTexture[2];
public readonly RenderTexture[] InternalUpscaled = new RenderTexture[2];
public readonly RenderTexture[] LumaHistory = new RenderTexture[2];
public readonly RenderTexture[] PrevPreAlpha = new RenderTexture[2];
public readonly RenderTexture[] PrevPostAlpha = new RenderTexture[2];
// OLD
public Texture2D MaximumBiasLut;
public RenderTexture AutoExposure;
public RenderTexture SceneLuminance;
public readonly RenderTexture[] DilatedMotionVectors = new RenderTexture[2];
public readonly RenderTexture[] LockStatus = new RenderTexture[2];
public void Create(Fsr3Upscaler.ContextDescription contextDescription)
{
// Generate the data for the LUT
@ -59,11 +71,8 @@ namespace FidelityFX
lanczos2Weights[currentLanczosWidthIndex] = y;
}
float[] maximumBias = new float[MaximumBiasTextureWidth * MaximumBiasTextureHeight];
for (int i = 0; i < maximumBias.Length; ++i)
{
maximumBias[i] = MaximumBias[i] / 2.0f;
}
Vector2Int maxRenderSize = contextDescription.MaxRenderSize;
Vector2Int maxRenderSizeDiv2 = maxRenderSize / 2;
// Resource FSR3UPSCALER_LanczosLutData: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
// R16_SNorm textures are not supported by Unity on most platforms, strangely enough. So instead we use R32_SFloat and upload pre-normalized float data.
@ -71,35 +80,67 @@ namespace FidelityFX
LanczosLut.SetPixelData(lanczos2Weights, 0);
LanczosLut.Apply();
// Resource FSR3UPSCALER_MaximumUpsampleBias: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
MaximumBiasLut = new Texture2D(MaximumBiasTextureWidth, MaximumBiasTextureHeight, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "FSR3UPSCALER_MaximumUpsampleBias" };
MaximumBiasLut.SetPixelData(maximumBias, 0);
MaximumBiasLut.Apply();
// Resource FSR3UPSCALER_DefaultReactivityMask: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
DefaultReactive = new Texture2D(1, 1, GraphicsFormat.R8_UNorm, TextureCreationFlags.None) { name = "FSR3UPSCALER_DefaultReactivityMask" };
DefaultReactive.SetPixel(0, 0, Color.clear);
DefaultReactive.Apply();
// Resource FSR3UPSCALER_DefaultExposure: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
DefaultExposure = new Texture2D(1, 1, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None) { name = "FSR3UPSCALER_DefaultExposure" };
DefaultExposure.SetPixel(0, 0, Color.clear);
DefaultExposure.Apply();
// Resource FSR3UPSCALER_DefaultReactivityMask: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
DefaultReactive = new Texture2D(1, 1, GraphicsFormat.R8_UNorm, TextureCreationFlags.None) { name = "FSR3UPSCALER_DefaultReactivityMask" };
DefaultReactive.SetPixel(0, 0, Color.clear);
DefaultReactive.Apply();
// Resource FSR3UPSCALER_SpdAtomicCounter: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
// Despite what the original FSR3 codebase says, this resource really isn't aliasable. Resetting this counter to 0 every frame breaks auto-exposure on MacOS Metal.
SpdAtomicCounter = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt) { name = "FSR3UPSCALER_SpdAtomicCounter", enableRandomWrite = true };
SpdAtomicCounter.Create();
// Resource FSR3UPSCALER_SpdMips: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
int mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(maxRenderSizeDiv2.x, maxRenderSizeDiv2.y), 2.0f));
SpdMips = new RenderTexture(maxRenderSizeDiv2.x, maxRenderSizeDiv2.y, 0, GraphicsFormat.R16G16_SFloat, mipCount) { name = "FSR3UPSCALER_SpdMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false };
SpdMips.Create();
// Resource FSR3UPSCALER_DilatedVelocity: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
DilatedVelocity = new RenderTexture(maxRenderSize.x, maxRenderSize.y, 0, GraphicsFormat.R16G16_SFloat) { name = "FSR3UPSCALER_DilatedVelocity", enableRandomWrite = true };
DilatedVelocity.Create();
// Resource FSR3UPSCALER_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_NONE
DilatedDepth = new RenderTexture(maxRenderSize.x, maxRenderSize.y, 0, GraphicsFormat.R32_SFloat) { name = "FSR3UPSCALER_DilatedDepth", enableRandomWrite = true };
DilatedDepth.Create();
// Resource FSR3UPSCALER_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_NONE
ReconstructedPrevNearestDepth = new RenderTexture(maxRenderSize.x, maxRenderSize.y, 0, GraphicsFormat.R32_UInt) { name = "FSR3UPSCALER_ReconstructedPrevNearestDepth", enableRandomWrite = true };
ReconstructedPrevNearestDepth.Create();
// Resource FSR3UPSCALER_FrameInfo: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32G32B32A32_FLOAT, FFX_RESOURCE_FLAGS_NONE
FrameInfo = new RenderTexture(1, 1, 0, GraphicsFormat.R32G32B32A32_SFloat) { name = "FSR3UPSCALER_FrameInfo", enableRandomWrite = true };
FrameInfo.Create();
// Resources FSR3UPSCALER_Accumulation1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(Accumulation, "FSR3UPSCALER_Accumulation", maxRenderSize, GraphicsFormat.R8_UNorm);
// Resources FSR3UPSCALER_Luma1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(Luma, "FSR3UPSCALER_Luma", maxRenderSize, GraphicsFormat.R16_SFloat);
// Resources FSR3UPSCALER_InternalUpscaled1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(InternalUpscaled, "FSR3UPSCALER_InternalUpscaled", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16B16A16_SFloat);
// Resources FSR3UPSCALER_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(LumaHistory, "FSR3UPSCALER_LumaHistory", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16B16A16_SFloat);
//
// OLD
//
// Resource FSR3UPSCALER_AutoExposure: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
AutoExposure = new RenderTexture(1, 1, 0, GraphicsFormat.R32G32_SFloat) { name = "FSR3UPSCALER_AutoExposure", enableRandomWrite = true };
AutoExposure.Create();
// Resource FSR3UPSCALER_ExposureMips: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
int w = contextDescription.MaxRenderSize.x / 2, h = contextDescription.MaxRenderSize.y / 2;
int mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(w, h), 2.0f));
SceneLuminance = new RenderTexture(w, h, 0, GraphicsFormat.R16_SFloat, mipCount) { name = "FSR3UPSCALER_ExposureMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false };
mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(maxRenderSizeDiv2.x, maxRenderSizeDiv2.y), 2.0f));
SceneLuminance = new RenderTexture(maxRenderSizeDiv2.x, maxRenderSizeDiv2.y, 0, GraphicsFormat.R16_SFloat, mipCount) { name = "FSR3UPSCALER_ExposureMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false };
SceneLuminance.Create();
// Resources FSR3UPSCALER_InternalDilatedVelocity1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
@ -107,12 +148,6 @@ namespace FidelityFX
// Resources FSR3UPSCALER_LockStatus1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(LockStatus, "FSR3UPSCALER_LockStatus", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16_SFloat);
// Resources FSR3UPSCALER_InternalUpscaled1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(InternalUpscaled, "FSR3UPSCALER_InternalUpscaled", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16B16A16_SFloat);
// Resources FSR3UPSCALER_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(LumaHistory, "FSR3UPSCALER_LumaHistory", contextDescription.MaxUpscaleSize, GraphicsFormat.R8G8B8A8_UNorm);
}
public void CreateTcrAutogenResources(Fsr3Upscaler.ContextDescription contextDescription)
@ -136,8 +171,32 @@ namespace FidelityFX
// These do not need to persist between frames, but they do need to be available between passes
public static void CreateAliasableResources(CommandBuffer commandBuffer, Fsr3Upscaler.ContextDescription contextDescription, Fsr3Upscaler.DispatchDescription dispatchParams)
{
Vector2Int displaySize = contextDescription.MaxUpscaleSize;
Vector2Int maxUpscaleSize = contextDescription.MaxUpscaleSize;
Vector2Int maxRenderSize = contextDescription.MaxRenderSize;
Vector2Int maxRenderSizeDiv2 = maxRenderSize / 2;
// TODO Aliasable: FSR3UPSCALER_IntermediateFp16x1, FSR3UPSCALER_ShadingChange, FSR3UPSCALER_NewLocks, FSR3UPSCALER_DilatedReactiveMasks
// TODO Aliasable but probably not: FSR3UPSCALER_SpdMips, FSR3UPSCALER_FarthestDepthMip1
// FSR3UPSCALER_IntermediateFp16x1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavFarthestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavLumaInstability, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR3UPSCALER_ShadingChange: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavShadingChange, maxRenderSizeDiv2.x, maxRenderSizeDiv2.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
// FSR3UPSCALER_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavNewLocks, maxUpscaleSize.x, maxUpscaleSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
// FSR3UPSCALER_FarthestDepthMip1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavFarthestDepthMip1, maxRenderSizeDiv2.x, maxRenderSizeDiv2.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR3UPSCALER_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8B8A8_UNorm, 1, true);
//
// OLD
//
// FSR3UPSCALER_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true);
@ -148,14 +207,8 @@ namespace FidelityFX
// FSR3UPSCALER_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR3UPSCALER_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
// FSR3UPSCALER_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
// FSR3UPSCALER_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavNewLocks, displaySize.x, displaySize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
}
public static void DestroyAliasableResources(CommandBuffer commandBuffer)
@ -164,9 +217,14 @@ namespace FidelityFX
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedDepth);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavLockInputLuma);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavPreparedInputColor);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavFarthestDepthMip1);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavNewLocks);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavShadingChange);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavLumaInstability);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavFarthestDepth);
}
private static void CreateDoubleBufferedResource(RenderTexture[] resource, string name, Vector2Int size, GraphicsFormat format)
@ -182,15 +240,28 @@ namespace FidelityFX
{
DestroyTcrAutogenResources();
DestroyResource(LumaHistory);
DestroyResource(InternalUpscaled);
// OLD
DestroyResource(LockStatus);
DestroyResource(DilatedMotionVectors);
DestroyResource(ref SceneLuminance);
DestroyResource(ref AutoExposure);
DestroyResource(ref MaximumBiasLut);
// NEW
DestroyResource(LumaHistory);
DestroyResource(InternalUpscaled);
DestroyResource(Luma);
DestroyResource(Accumulation);
DestroyResource(ref FrameInfo);
DestroyResource(ref ReconstructedPrevNearestDepth);
DestroyResource(ref DilatedDepth);
DestroyResource(ref DilatedVelocity);
DestroyResource(ref SpdMips);
DestroyResource(ref SpdAtomicCounter);
DestroyResource(ref DefaultReactive);
DestroyResource(ref DefaultExposure);
DestroyResource(ref MaximumBiasLut);
DestroyResource(ref LanczosLut);
}
@ -232,27 +303,5 @@ namespace FidelityFX
for (int i = 0; i < resource.Length; ++i)
DestroyResource(ref resource[i]);
}
private const int MaximumBiasTextureWidth = 16;
private const int MaximumBiasTextureHeight = 16;
private static readonly float[] MaximumBias =
{
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.876f, 1.809f, 1.772f, 1.753f, 1.748f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.869f, 1.801f, 1.764f, 1.745f, 1.739f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.976f, 1.841f, 1.774f, 1.737f, 1.716f, 1.71f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.914f, 1.784f, 1.716f, 1.673f, 1.649f, 1.641f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.793f, 1.676f, 1.604f, 1.562f, 1.54f, 1.533f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.619f, 1.536f, 1.492f, 1.467f, 1.454f, 1.449f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.575f, 1.496f, 1.456f, 1.432f, 1.416f, 1.408f, 1.405f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.555f, 1.479f, 1.438f, 1.413f, 1.398f, 1.387f, 1.381f, 1.379f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.555f, 1.474f, 1.43f, 1.404f, 1.387f, 1.376f, 1.368f, 1.363f, 1.362f,
2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.575f, 1.479f, 1.43f, 1.401f, 1.382f, 1.369f, 1.36f, 1.354f, 1.351f, 1.35f,
2.0f, 2.0f, 1.976f, 1.914f, 1.793f, 1.619f, 1.496f, 1.438f, 1.404f, 1.382f, 1.367f, 1.357f, 1.349f, 1.344f, 1.341f, 1.34f,
1.876f, 1.869f, 1.841f, 1.784f, 1.676f, 1.536f, 1.456f, 1.413f, 1.387f, 1.369f, 1.357f, 1.347f, 1.341f, 1.336f, 1.333f, 1.332f,
1.809f, 1.801f, 1.774f, 1.716f, 1.604f, 1.492f, 1.432f, 1.398f, 1.376f, 1.36f, 1.349f, 1.341f, 1.335f, 1.33f, 1.328f, 1.327f,
1.772f, 1.764f, 1.737f, 1.673f, 1.562f, 1.467f, 1.416f, 1.387f, 1.368f, 1.354f, 1.344f, 1.336f, 1.33f, 1.326f, 1.323f, 1.323f,
1.753f, 1.745f, 1.716f, 1.649f, 1.54f, 1.454f, 1.408f, 1.381f, 1.363f, 1.351f, 1.341f, 1.333f, 1.328f, 1.323f, 1.321f, 1.32f,
1.748f, 1.739f, 1.71f, 1.641f, 1.533f, 1.449f, 1.405f, 1.379f, 1.362f, 1.35f, 1.34f, 1.332f, 1.327f, 1.323f, 1.32f, 1.319f,
};
}
}
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