FSR2 tests in Unity based on built-in render pipeline
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

212 lines
7.2 KiB

using System;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Rendering;
namespace FidelityFX
{
public static class Fsr2
{
// Allow overriding of certain Unity resource management behaviors by the programmer
public static Fsr2Callbacks GlobalCallbacks { get; set; } = new Fsr2Callbacks();
/// <summary>
/// Creates a new FSR2 context with standard parameters that are appropriate for the current platform.
/// </summary>
public static Fsr2Context CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, InitializationFlags flags = 0)
{
if (SystemInfo.usesReversedZBuffer)
flags |= InitializationFlags.EnableDepthInverted;
else
flags &= ~InitializationFlags.EnableDepthInverted;
var contextDescription = new ContextDescription
{
Flags = flags,
DisplaySize = displaySize,
MaxRenderSize = maxRenderSize,
Callbacks = GlobalCallbacks,
};
var context = new Fsr2Context();
context.Create(contextDescription);
return context;
}
public static float GetUpscaleRatioFromQualityMode(QualityMode qualityMode)
{
switch (qualityMode)
{
case QualityMode.Quality:
return 1.5f;
case QualityMode.Balanced:
return 1.7f;
case QualityMode.Performance:
return 2.0f;
case QualityMode.UltraPerformance:
return 3.0f;
default:
return 1.0f;
}
}
public static void GetRenderResolutionFromQualityMode(
out uint renderWidth, out uint renderHeight,
int displayWidth, int displayHeight, QualityMode qualityMode)
{
float ratio = GetUpscaleRatioFromQualityMode(qualityMode);
renderWidth = (uint)(displayWidth / ratio);
renderHeight = (uint)(displayHeight / ratio);
}
public static int GetJitterPhaseCount(int renderWidth, int displayWidth)
{
const float basePhaseCount = 8.0f;
int jitterPhaseCount = (int)(basePhaseCount * Mathf.Pow((float)displayWidth / renderWidth, 2.0f));
return jitterPhaseCount;
}
public static void GetJitterOffset(out float outX, out float outY, int index, int phaseCount)
{
outX = Halton((index % phaseCount) + 1, 2) - 0.5f;
outY = Halton((index % phaseCount) + 1, 3) - 0.5f;
}
// Calculate halton number for index and base.
private static float Halton(int index, int @base)
{
float f = 1.0f, result = 0.0f;
for (int currentIndex = index; currentIndex > 0;) {
f /= @base;
result += f * (currentIndex % @base);
currentIndex = (int)Mathf.Floor((float)currentIndex / @base);
}
return result;
}
public static float Lanczos2(float value)
{
return Mathf.Abs(value) < Mathf.Epsilon ? 1.0f :
Mathf.Sin(Mathf.PI * value) / (Mathf.PI * value) * (Mathf.Sin(0.5f * Mathf.PI * value) / (0.5f * Mathf.PI * value));
}
public enum QualityMode
{
Quality = 1,
Balanced = 2,
Performance = 3,
UltraPerformance = 4,
}
[Flags]
public enum InitializationFlags
{
EnableHighDynamicRange = 1 << 0,
EnableDisplayResolutionMotionVectors = 1 << 1,
EnableMotionVectorsJitterCancellation = 1 << 2,
EnableDepthInverted = 1 << 3,
EnableDepthInfinite = 1 << 4,
EnableAutoExposure = 1 << 5,
EnableDynamicResolution = 1 << 6,
EnableTexture1DUsage = 1 << 7,
EnableDebugChecking = 1 << 8,
}
public enum MessageType
{
Error = 0,
Warning = 1,
}
public struct ContextDescription
{
public InitializationFlags Flags;
public Vector2Int MaxRenderSize;
public Vector2Int DisplaySize;
public Fsr2Callbacks Callbacks;
}
public class DispatchDescription
{
public Texture Color, Depth, MotionVectors;
public Texture Exposure;
public Texture Reactive;
public Texture TransparencyAndComposition;
public RenderTexture Output;
public Vector2 JitterOffset;
public Vector2 MotionVectorScale;
public Vector2Int RenderSize;
public bool EnableSharpening;
public float Sharpness;
public float FrameTimeDelta; // in seconds
public float PreExposure;
public bool Reset;
public float CameraNear;
public float CameraFar;
public float CameraFovAngleVertical;
public float ViewSpaceToMetersFactor;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct Fsr2Constants
{
public Vector2Int renderSize;
public Vector2Int maxRenderSize;
public Vector2Int displaySize;
public Vector2Int inputColorResourceDimensions;
public Vector2Int lumaMipDimensions;
public int lumaMipLevelToUse;
public int frameIndex;
public Vector4 deviceToViewDepth;
public Vector2 jitterOffset;
public Vector2 motionVectorScale;
public Vector2 downscaleFactor;
public Vector2 motionVectorJitterCancellation;
public float preExposure;
public float previousFramePreExposure;
public float tanHalfFOV;
public float jitterPhaseCount;
public float deltaTime;
public float dynamicResChangeFactor;
public float viewSpaceToMetersFactor;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct SpdConstants
{
public uint mips;
public uint numWorkGroups;
public uint workGroupOffsetX, workGroupOffsetY;
public uint renderSizeX, renderSizeY;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct GenerateReactiveConstants
{
public float scale;
public float threshold;
public float binaryValue;
public uint flags;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct RcasConstants
{
public RcasConstants(uint sharpness, uint halfSharp)
{
this.sharpness = sharpness;
this.halfSharp = halfSharp;
dummy0 = dummy1 = 0;
}
public readonly uint sharpness;
public readonly uint halfSharp;
public readonly uint dummy0;
public readonly uint dummy1;
}
}
}