From a006489e3d2e5ca5c99d17945958fc05e10202b7 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 5 Jul 2023 13:16:46 +0200 Subject: [PATCH] Removed old attempts at integrating FSR2 into the PPV2 pipeline. 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IN NO EVENT SHALL THE -// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -// THE SOFTWARE. - -#if UNITY_POST_PROCESSING_STACK_V2 -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.Rendering.PostProcessing; - -namespace FidelityFX -{ - [Serializable] - [PostProcess(typeof(Fsr2PostProcessRenderer), PostProcessEvent.BeforeStack, "FidelityFX/FSR 2", false)] - public class Fsr2PostProcessEffect : PostProcessEffectSettings - { - public Fsr2QualityModeParameter qualityMode = new Fsr2QualityModeParameter() { value = Fsr2.QualityMode.Quality }; - - public BoolParameter performSharpenPass = new BoolParameter() { value = true }; - [Range(0, 1)] public FloatParameter sharpness = new FloatParameter() { value = 0.8f }; - - [Tooltip("Allow the use of half precision compute operations, potentially improving performance")] - public BoolParameter enableFP16 = new BoolParameter() { value = false }; - - [Header("Exposure")] - public BoolParameter enableAutoExposure = new BoolParameter() { value = true }; - public FloatParameter preExposure = new FloatParameter() { value = 1.0f }; - public TextureParameter exposure = new TextureParameter() { value = null }; - - [Header("Reactivity, Transparency & Composition")] - public TextureParameter reactiveMask = new TextureParameter() { value = null }; - public TextureParameter transparencyAndCompositionMask = new TextureParameter() { value = null }; - public BoolParameter autoGenerateReactiveMask = new BoolParameter() { value = true }; - public Fsr2GenerateReactiveParameters generateReactiveParameters = new Fsr2GenerateReactiveParameters(); - - public override bool IsEnabledAndSupported(PostProcessRenderContext context) - { - return base.IsEnabledAndSupported(context) && SystemInfo.supportsComputeShaders; - } - } - - [Serializable] - public class Fsr2QualityModeParameter : ParameterOverride - { - } - - [Serializable] - public class Fsr2GenerateReactiveParameters: ParameterOverride - { - } - - [Serializable] - public class Fsr2GenerateReactiveParams - { - [Range(0, 2)] public float scale = 0.5f; - [Range(0, 1)] public float cutoffThreshold = 0.2f; - [Range(0, 1)] public float binaryValue = 0.9f; - public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax; - } - - public class Fsr2PostProcessRenderer : PostProcessEffectRenderer - { - private Fsr2Context _fsrContext; - private Fsr2PostProcessHelper _helper; - - private ref Vector2Int DisplaySize => ref _helper.DisplaySize; - private ref Vector2Int RenderSize => ref _helper.RenderSize; - - private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription(); - private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription(); - - private Fsr2.QualityMode _prevQualityMode; - private Vector2Int _prevDisplaySize; - - public override void Init() - { - base.Init(); - - Debug.Log($"Initializing FSR2 post-process effect, quality = {settings.qualityMode.value}"); - } - - public override void Release() - { - Debug.Log("Releasing FSR2 post-process effect"); - - base.Release(); - } - - public override DepthTextureMode GetCameraFlags() - { - return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; - } - - public override void Render(PostProcessRenderContext context) - { - var cmd = context.command; - - if (!Application.isPlaying) - { - // We don't want this effect to start injecting scripts in edit mode, so just blit and skip the rest entirely - cmd.BlitFullscreenTriangle(context.source, context.destination); - return; - } - - // Ensure that the helper script exists and is enabled - if (_helper == null || !_helper.enabled) - { - if (_helper == null) - Inject(context); - - _helper.enabled = settings.IsEnabledAndSupported(context); - - // The injected script won't come into effect until the next frame, so just do a simple blit this frame - cmd.BlitFullscreenTriangle(context.source, context.destination); - return; - } - - // Monitor for any resolution changes and recreate the FSR2 context if necessary - // We can't create an FSR2 context without info from the post-processing context, so delay the initial setup until here - if (_fsrContext == null || DisplaySize.x != _prevDisplaySize.x || DisplaySize.y != _prevDisplaySize.y || settings.qualityMode != _prevQualityMode) - { - DestroyFsrContext(); - CreateFsrContext(context); - - _prevQualityMode = settings.qualityMode; - } - - // Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering - ApplyJitter(context.camera); - - cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color); - cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth); - cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors); - - SetupDispatchDescription(context); - - if (settings.autoGenerateReactiveMask) - { - // TODO: auto-generate reactive mask - } - - cmd.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, DisplaySize.x, DisplaySize.y, 0, default, context.sourceFormat, default, 1, true); - - _fsrContext.Dispatch(_dispatchDescription, cmd); - - cmd.BlitFullscreenTriangle(Fsr2ShaderIDs.UavUpscaledOutput, context.destination); - cmd.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput); - } - - /// - /// Inject ourselves into the camera's render loop at points where PPV2 normally wouldn't allow us. - /// This also sets up PPV2's own stack to use FSR2's upscaled output as its source. - /// - private void Inject(PostProcessRenderContext context) - { - var go = context.camera.gameObject; - _helper = go.AddComponent(); - - _helper.Settings = settings; - // TODO: create output RT, set it as PPV2's post-transparency stack source - } - - private void CreateFsrContext(PostProcessRenderContext context) - { - _prevDisplaySize = DisplaySize; - - Fsr2.GetRenderResolutionFromQualityMode(out var renderWidth, out var renderHeight, DisplaySize.x, DisplaySize.y, settings.qualityMode); - RenderSize = new Vector2Int(renderWidth, renderHeight); - - Fsr2.InitializationFlags flags = 0; - if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange; - if (settings.enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage; - if (settings.enableAutoExposure) flags |= Fsr2.InitializationFlags.EnableAutoExposure; - - _fsrContext = Fsr2.CreateContext(DisplaySize, RenderSize, null, flags); - - // Apply a mipmap bias so that textures retain their sharpness - float biasOffset = Fsr2.GetMipmapBiasOffset(RenderSize.x, DisplaySize.x); - //Fsr2.GlobalCallbacks.ApplyMipmapBias(biasOffset); - } - - private void DestroyFsrContext() - { - if (_fsrContext != null) - { - _fsrContext.Destroy(); - _fsrContext = null; - - // Undo the previous mipmap bias adjustment - float biasOffset = Fsr2.GetMipmapBiasOffset(RenderSize.x, _prevDisplaySize.x); - //Fsr2.GlobalCallbacks.ApplyMipmapBias(-biasOffset); - } - } - - private void ApplyJitter(Camera camera) - { - // Perform custom jittering of the camera's projection matrix according to FSR2's recipe - int jitterPhaseCount = Fsr2.GetJitterPhaseCount(RenderSize.x, DisplaySize.x); - Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount); - - jitterX = 2.0f * jitterX / RenderSize.x; - jitterY = 2.0f * jitterY / RenderSize.y; - - var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0)); - camera.nonJitteredProjectionMatrix = camera.projectionMatrix; - camera.projectionMatrix = jitterTranslationMatrix * camera.nonJitteredProjectionMatrix; - camera.useJitteredProjectionMatrixForTransparentRendering = true; - } - - private void SetupDispatchDescription(PostProcessRenderContext context) - { - var camera = context.camera; - - // Set up the main FSR2 dispatch parameters - // The input and output textures are left blank here, as they are already being bound elsewhere in this source file - _dispatchDescription.Color = null; - _dispatchDescription.Depth = null; - _dispatchDescription.MotionVectors = null; - _dispatchDescription.Exposure = null; - _dispatchDescription.Reactive = null; - _dispatchDescription.TransparencyAndComposition = null; - - if (!settings.enableAutoExposure && settings.exposure.value != null) _dispatchDescription.Exposure = settings.exposure.value; - if (settings.reactiveMask.value != null) _dispatchDescription.Reactive = settings.reactiveMask.value; - if (settings.transparencyAndCompositionMask.value != null) _dispatchDescription.TransparencyAndComposition = settings.transparencyAndCompositionMask.value; - - _dispatchDescription.Output = null; - _dispatchDescription.PreExposure = settings.preExposure; - _dispatchDescription.EnableSharpening = settings.performSharpenPass; - _dispatchDescription.Sharpness = settings.sharpness; - _dispatchDescription.MotionVectorScale.x = -RenderSize.x; - _dispatchDescription.MotionVectorScale.y = -RenderSize.y; - _dispatchDescription.RenderSize = RenderSize; - _dispatchDescription.InputResourceSize = new Vector2Int(context.width, context.height); - _dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime; - _dispatchDescription.CameraNear = camera.nearClipPlane; - _dispatchDescription.CameraFar = camera.farClipPlane; - _dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad; - _dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity - _dispatchDescription.Reset = m_ResetHistory; - - if (SystemInfo.usesReversedZBuffer) - { - // Swap the near and far clip plane distances as FSR2 expects this when using inverted depth - (_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear); - } - } - } - - internal class Fsr2PostProcessHelper : MonoBehaviour - { - internal Fsr2PostProcessEffect Settings; - internal Vector2Int DisplaySize; - internal Vector2Int RenderSize; - - private Camera _camera; - private Rect _originalRect; - - private void Awake() - { - _camera = GetComponent(); - // TODO: inject opaque-only command buffer & anything else? - - DisplaySize.x = _camera.pixelWidth; - DisplaySize.y = _camera.pixelHeight; - RenderSize = DisplaySize; - } - - private void Start() - { - StartCoroutine(CResetCamera()); - } - - /// - /// This needs to run before PostProcessLayer's OnPreCull, hence why we place this code in LateUpdate. - /// - private void LateUpdate() - { - if (!Settings.enabled) - { - enabled = false; - return; - } - - // Relay information about the camera's output size before rescaling - DisplaySize.x = _camera.pixelWidth; - DisplaySize.y = _camera.pixelHeight; - - // Render to a smaller portion of the screen by manipulating the camera's viewport rect - _originalRect = _camera.rect; - _camera.aspect = (_camera.pixelWidth * _originalRect.width) / (_camera.pixelHeight * _originalRect.height); - _camera.rect = new Rect(0, 0, _originalRect.width * RenderSize.x / DisplaySize.x, _originalRect.height * RenderSize.y / DisplaySize.y); - } - - // private void OnPreCull() // TODO: may need to do this in LateUpdate instead? So we execute before PPV2's OnPreCull - // { - // // TODO: check if FSR2 is still enabled; if not: reset PPV2 source texture & disable self - // // TODO: fiddle with the camera parameters, rect, jitter, etc - // } - - private IEnumerator CResetCamera() - { - while (true) - { - yield return new WaitForEndOfFrame(); - - _camera.rect = _originalRect; - _camera.ResetProjectionMatrix(); - } - } - } -} -#endif // UNITY_POST_PROCESSING_STACK_V2 diff --git a/Assets/Scripts/Fsr2PostProcessEffect.cs.meta b/Assets/Scripts/Fsr2PostProcessEffect.cs.meta deleted file mode 100644 index 40f9753..0000000 --- a/Assets/Scripts/Fsr2PostProcessEffect.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 97df7b30797e2154094ad1182a48d909 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: