From d6bb12315783676623eb8778f2400a500e9218c2 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 9 Jul 2024 21:21:49 +0200 Subject: [PATCH] Removed unused resource definitions --- Assets/Scripts/Core/Fsr3ShaderIDs.cs | 13 ----- Assets/Scripts/Core/Fsr3UpscalerResources.cs | 57 -------------------- 2 files changed, 70 deletions(-) diff --git a/Assets/Scripts/Core/Fsr3ShaderIDs.cs b/Assets/Scripts/Core/Fsr3ShaderIDs.cs index 7a03832..0c87f71 100644 --- a/Assets/Scripts/Core/Fsr3ShaderIDs.cs +++ b/Assets/Scripts/Core/Fsr3ShaderIDs.cs @@ -31,24 +31,17 @@ namespace FidelityFX internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth"); internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_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"); // 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 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 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"); @@ -66,16 +59,10 @@ namespace FidelityFX 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 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"); // 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 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"); diff --git a/Assets/Scripts/Core/Fsr3UpscalerResources.cs b/Assets/Scripts/Core/Fsr3UpscalerResources.cs index b2c7813..caac5ef 100644 --- a/Assets/Scripts/Core/Fsr3UpscalerResources.cs +++ b/Assets/Scripts/Core/Fsr3UpscalerResources.cs @@ -50,14 +50,6 @@ namespace FidelityFX 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) { @@ -128,26 +120,6 @@ namespace FidelityFX // 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. - 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 - CreateDoubleBufferedResource(DilatedMotionVectors, "FSR3UPSCALER_InternalDilatedVelocity", contextDescription.MaxRenderSize, GraphicsFormat.R16G16_SFloat); - - // 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); } public void CreateTcrAutogenResources(Fsr3Upscaler.ContextDescription contextDescription) @@ -190,32 +162,11 @@ namespace FidelityFX // 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); - - // FSR3UPSCALER_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE - commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1, true); - - // 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_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); } public static void DestroyAliasableResources(CommandBuffer commandBuffer) { // Release all of the aliasable resources used this frame - commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavReconstructedPrevNearestDepth); - commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedDepth); - commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavLockInputLuma); - commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavPreparedInputColor); - commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavDilatedReactiveMasks); commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavFarthestDepthMip1); commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavNewLocks); @@ -237,14 +188,6 @@ namespace FidelityFX { DestroyTcrAutogenResources(); - // OLD - DestroyResource(LockStatus); - DestroyResource(DilatedMotionVectors); - DestroyResource(ref SceneLuminance); - DestroyResource(ref AutoExposure); - DestroyResource(ref MaximumBiasLut); - - // NEW DestroyResource(LumaHistory); DestroyResource(InternalUpscaled); DestroyResource(Luma);