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429 lines
26 KiB
429 lines
26 KiB
// Copyright (c) 2023 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 System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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namespace FidelityFX
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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 FSR2 process.
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/// This loosely matches the FfxPipelineState struct from the original FSR2 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 Fsr2Pipeline: IDisposable
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{
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internal const int ShadingChangeMipLevel = 4; // This matches the FFX_FSR2_SHADING_CHANGE_MIP_LEVEL define
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protected readonly Fsr2.ContextDescription ContextDescription;
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protected readonly Fsr2Resources Resources;
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protected readonly ComputeBuffer Constants;
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protected ComputeShader ComputeShader;
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protected int KernelIndex;
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protected virtual bool AllowFP16 => true;
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protected Fsr2Pipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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{
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ContextDescription = contextDescription;
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Resources = resources;
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Constants = constants;
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}
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public virtual void Dispose()
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{
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UnloadComputeShader();
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}
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public abstract void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY);
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public static void RegisterResources(CommandBuffer commandBuffer, Fsr2.ContextDescription contextDescription, Fsr2.DispatchDescription dispatchParams)
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{
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Vector2Int displaySize = contextDescription.DisplaySize;
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Vector2Int maxRenderSize = contextDescription.MaxRenderSize;
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// Set up shared aliasable resources, i.e. temporary render textures
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// These do not need to persist between frames, but they do need to be available between passes
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// FSR2_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true);
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// FSR2_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1, true);
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// FSR2_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
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// FSR2_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
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// FSR2_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
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// FSR2_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavNewLocks, displaySize.x, displaySize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
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}
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public static void UnregisterResources(CommandBuffer commandBuffer)
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{
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// Release all of the aliasable resources used this frame
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavReconstructedPrevNearestDepth);
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavDilatedDepth);
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavLockInputLuma);
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavDilatedReactiveMasks);
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavPreparedInputColor);
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commandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavNewLocks);
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}
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protected void LoadComputeShader(string name)
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{
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LoadComputeShader(name, ContextDescription.Flags, ref ComputeShader, out KernelIndex);
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}
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private void LoadComputeShader(string name, Fsr2.InitializationFlags flags, ref ComputeShader shaderRef, out int kernelIndex)
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{
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if (shaderRef == null)
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{
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shaderRef = ContextDescription.Callbacks.LoadComputeShader(name);
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if (shaderRef == null)
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throw new MissingReferenceException($"Shader '{name}' could not be loaded! Please ensure it is included in the project correctly.");
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}
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kernelIndex = shaderRef.FindKernel("CS");
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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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// Allow 16-bit floating point as a configuration option, except on passes that explicitly disable it
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bool supportedFP16 = ((flags & Fsr2.InitializationFlags.EnableFP16Usage) != 0 && AllowFP16);
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// This matches the permutation rules from the CreatePipeline* functions
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if ((flags & Fsr2.InitializationFlags.EnableHighDynamicRange) != 0) shaderRef.EnableKeyword("FFX_FSR2_OPTION_HDR_COLOR_INPUT");
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if ((flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) shaderRef.EnableKeyword("FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS");
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if ((flags & Fsr2.InitializationFlags.EnableMotionVectorsJitterCancellation) != 0) shaderRef.EnableKeyword("FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS");
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if ((flags & Fsr2.InitializationFlags.EnableDepthInverted) != 0) shaderRef.EnableKeyword("FFX_FSR2_OPTION_INVERTED_DEPTH");
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if (useLut) shaderRef.EnableKeyword("FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE");
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if (supportedFP16) shaderRef.EnableKeyword("FFX_HALF");
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// Inform the shader which render pipeline we're currently using
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var pipeline = GraphicsSettings.currentRenderPipeline;
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if (pipeline != null && pipeline.GetType().Name.Contains("HDRenderPipeline"))
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{
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shaderRef.EnableKeyword("UNITY_FSR2_HDRP");
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}
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}
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private void UnloadComputeShader()
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{
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UnloadComputeShader(ref ComputeShader);
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}
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private void UnloadComputeShader(ref ComputeShader shaderRef)
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{
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if (shaderRef == null)
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return;
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ContextDescription.Callbacks.UnloadComputeShader(shaderRef);
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shaderRef = null;
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}
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}
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internal class Fsr2ComputeLuminancePyramidPipeline : Fsr2Pipeline
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{
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private readonly ComputeBuffer _spdConstants;
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public Fsr2ComputeLuminancePyramidPipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources 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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LoadComputeShader("FSR2/ffx_fsr2_compute_luminance_pyramid_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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if (dispatchParams.Color.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavExposureMip5, Resources.SceneLuminance, 5);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoExposure, Resources.AutoExposure);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf<Fsr2.SpdConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2ReconstructPreviousDepthPipeline : Fsr2Pipeline
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{
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public Fsr2ReconstructPreviousDepthPipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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LoadComputeShader("FSR2/ffx_fsr2_reconstruct_previous_depth_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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if (dispatchParams.Color.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.Depth.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
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if (dispatchParams.MotionVectors.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
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if (dispatchParams.Exposure.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2DepthClipPipeline : Fsr2Pipeline
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{
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public Fsr2DepthClipPipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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LoadComputeShader("FSR2/ffx_fsr2_depth_clip_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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if (dispatchParams.Color.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.Depth.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth.Value, 0, RenderTextureSubElement.Depth);
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if (dispatchParams.MotionVectors.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
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if (dispatchParams.Exposure.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
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if (dispatchParams.Reactive.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive.Value);
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if (dispatchParams.TransparencyAndComposition.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2LockPipeline : Fsr2Pipeline
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{
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public Fsr2LockPipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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LoadComputeShader("FSR2/ffx_fsr2_lock_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2AccumulatePipeline : Fsr2Pipeline
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{
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// Workaround: Disable FP16 path for the accumulate pass on NVIDIA due to reduced occupancy and high VRAM throughput.
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protected override bool AllowFP16 => SystemInfo.graphicsDeviceVendorID != 0x10DE;
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private readonly LocalKeyword _sharpeningKeyword;
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public Fsr2AccumulatePipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources resources, ComputeBuffer constants)
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: base(contextDescription, resources, constants)
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{
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LoadComputeShader("FSR2/ffx_fsr2_accumulate_pass");
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_sharpeningKeyword = new LocalKeyword(ComputeShader, "FFX_FSR2_OPTION_APPLY_SHARPENING");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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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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if ((ContextDescription.Flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
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else if (dispatchParams.MotionVectors.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
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if (dispatchParams.Exposure.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvAutoExposure, Resources.AutoExposure);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]);
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if (dispatchParams.Output.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output.Value);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2RcasPipeline : Fsr2Pipeline
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{
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private readonly ComputeBuffer _rcasConstants;
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public Fsr2RcasPipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources 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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LoadComputeShader("FSR2/ffx_fsr2_rcas_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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if (dispatchParams.Exposure.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]);
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if (dispatchParams.Output.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output.Value);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbRcas, _rcasConstants, 0, Marshal.SizeOf<Fsr2.RcasConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2GenerateReactivePipeline : Fsr2Pipeline
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{
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private readonly ComputeBuffer _generateReactiveConstants;
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public Fsr2GenerateReactivePipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources 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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LoadComputeShader("FSR2/ffx_fsr2_autogen_reactive_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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}
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public void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.GenerateReactiveDescription dispatchParams, int dispatchX, int dispatchY)
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{
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if (dispatchParams.ColorOpaqueOnly.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.ColorPreUpscale.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.OutReactive.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, dispatchParams.OutReactive.Value);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _generateReactiveConstants, 0, Marshal.SizeOf<Fsr2.GenerateReactiveConstants>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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internal class Fsr2TcrAutogeneratePipeline : Fsr2Pipeline
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{
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private readonly ComputeBuffer _tcrAutogenerateConstants;
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public Fsr2TcrAutogeneratePipeline(Fsr2.ContextDescription contextDescription, Fsr2Resources 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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LoadComputeShader("FSR2/ffx_fsr2_tcr_autogen_pass");
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}
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
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{
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if (dispatchParams.ColorOpaqueOnly.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.Color.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color.Value, 0, RenderTextureSubElement.Color);
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if (dispatchParams.MotionVectors.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]);
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if (dispatchParams.Reactive.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive.Value);
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if (dispatchParams.TransparencyAndComposition.HasValue)
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition.Value);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, Resources.AutoReactive);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoComposition, Resources.AutoComposition);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]);
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]);
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants, 0, Marshal.SizeOf<Fsr2.Fsr2Constants>());
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commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _tcrAutogenerateConstants, 0, Marshal.SizeOf<Fsr2.GenerateReactiveConstants2>());
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1);
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}
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}
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}
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