diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc index 74adb10..5db4b7a 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc @@ -47,3 +47,38 @@ #define unorm #define globallycoherent #endif + +// Workaround for HDRP using texture arrays for its camera buffers on some platforms +// The below defines are adapted from: Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl +#if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) + #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED +#endif + +// Control if TEXTURE2D_X macros will expand to texture arrays +#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && defined(UNITY_FFXM_TEXTURE2D_X_ARRAY) + #define USE_TEXTURE2D_X_AS_ARRAY +#endif + +// Early defines for single-pass instancing +#if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) + #define UNITY_STEREO_INSTANCING_ENABLED +#endif + +// Helper macros to handle XR single-pass with Texture2DArray +#if defined(USE_TEXTURE2D_X_AS_ARRAY) + + // Only single-pass stereo instancing used array indexing + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + static uint unity_StereoEyeIndex; + #define SLICE_ARRAY_INDEX unity_StereoEyeIndex + #else + #define SLICE_ARRAY_INDEX 0 + #endif + + // Declare and sample camera buffers as texture arrays + #define UNITY_FSR_TEX2D(type) Texture2DArray + #define UNITY_FSR_RWTEX2D(type) RWTexture2DArray + #define UNITY_FSR_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX) + #define UNITY_FSR_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX) + +#endif diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h index 77b235d..01f1a59 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h @@ -299,21 +299,35 @@ FfxUInt32x2 SPD_RenderSize() } #endif // #if defined(FSR2_BIND_CB_SPD) +// Declare and sample camera buffers as regular textures, unless overridden +#if !defined(UNITY_FSR_TEX2D) +#define UNITY_FSR_TEX2D(type) Texture2D +#endif +#if !defined(UNITY_FSR_RWTEX2D) +#define UNITY_FSR_RWTEX2D(type) RWTexture2D +#endif +#if !defined(UNITY_FSR_POS) +#define UNITY_FSR_POS(pxPos) (pxPos) +#endif +#if !defined(UNITY_FSR_UV) +#define UNITY_FSR_UV(uv) (uv) +#endif + SamplerState s_PointClamp : register(s0); SamplerState s_LinearClamp : register(s1); // SRVs #if defined FSR2_BIND_SRV_INPUT_COLOR - Texture2D r_input_color_jittered : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); + UNITY_FSR_TEX2D(FfxFloat32x4) r_input_color_jittered : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); #endif #if defined FSR2_BIND_SRV_INPUT_OPAQUE_ONLY - Texture2D r_input_opaque_only : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); + UNITY_FSR_TEX2D(FfxFloat32x4) r_input_opaque_only : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); #endif #if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS - Texture2D r_input_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); + UNITY_FSR_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_INPUT_DEPTH - Texture2D r_input_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH); + UNITY_FSR_TEX2D(FfxFloat32) r_input_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH); #endif #if defined FSR2_BIND_SRV_INPUT_EXPOSURE Texture2D r_input_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_EXPOSURE); @@ -322,10 +336,10 @@ SamplerState s_LinearClamp : register(s1); Texture2D r_auto_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_AUTO_EXPOSURE); #endif #if defined FSR2_BIND_SRV_REACTIVE_MASK - Texture2D r_reactive_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); + UNITY_FSR_TEX2D(FfxFloat32) r_reactive_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); #endif #if defined FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK - Texture2D r_transparency_and_composition_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); + UNITY_FSR_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); #endif #if defined FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH Texture2D r_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); @@ -414,7 +428,7 @@ SamplerState s_LinearClamp : register(s1); RWTexture2D rw_luma_history : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY); #endif #if defined FSR2_BIND_UAV_UPSCALED_OUTPUT - RWTexture2D rw_upscaled_output : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); + UNITY_FSR_RWTEX2D(FfxFloat32x4) rw_upscaled_output : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); #endif #if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE globallycoherent RWTexture2D rw_img_mip_shading_change : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE); @@ -456,7 +470,7 @@ FfxFloat32 SampleMipLuma(FfxFloat32x2 fUV, FfxUInt32 mipLevel) #if defined(FSR2_BIND_SRV_INPUT_DEPTH) FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos) { - return r_input_depth[iPxPos]; + return r_input_depth[UNITY_FSR_POS(iPxPos)]; } /* dd00 (-1,1) *------* dd10 (0,-1) @@ -470,7 +484,7 @@ void GatherInputDepthRQuad(FfxFloat32x2 fUV, FFXM_PARAMETER_INOUT FfxFloat32 dd01, FFXM_PARAMETER_INOUT FfxFloat32 dd11) { - FfxFloat32x4 rrrr = r_input_depth.GatherRed(s_PointClamp, fUV); + FfxFloat32x4 rrrr = r_input_depth.GatherRed(s_PointClamp, UNITY_FSR_UV(fUV)); dd01 = FfxFloat32(rrrr.x); dd11 = FfxFloat32(rrrr.y); dd10 = FfxFloat32(rrrr.z); @@ -481,14 +495,14 @@ void GatherInputDepthRQuad(FfxFloat32x2 fUV, #if defined(FSR2_BIND_SRV_INPUT_DEPTH) FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV) { - return r_input_depth.SampleLevel(s_LinearClamp, fUV, 0).x; + return r_input_depth.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).x; } #endif #if defined(FSR2_BIND_SRV_REACTIVE_MASK) FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos) { - return r_reactive_mask[iPxPos]; + return r_reactive_mask[UNITY_FSR_POS(iPxPos)]; } /* col00 (-1,1) *------* col10 (0,-1) @@ -502,7 +516,7 @@ void GatherReactiveRQuad(FfxFloat32x2 fUV, FFXM_PARAMETER_INOUT FFXM_MIN16_F col01, FFXM_PARAMETER_INOUT FFXM_MIN16_F col11) { - FFXM_MIN16_F4 rrrr = r_reactive_mask.GatherRed(s_PointClamp, fUV); + FFXM_MIN16_F4 rrrr = r_reactive_mask.GatherRed(s_PointClamp, UNITY_FSR_UV(fUV)); col01 = FFXM_MIN16_F(rrrr.x); col11 = FFXM_MIN16_F(rrrr.y); col10 = FFXM_MIN16_F(rrrr.z); @@ -513,7 +527,7 @@ void GatherReactiveRQuad(FfxFloat32x2 fUV, #if defined(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) { - return r_transparency_and_composition_mask[iPxPos]; + return r_transparency_and_composition_mask[UNITY_FSR_POS(iPxPos)]; } /* col00 (-1,1) *------* col10 (0,-1) @@ -527,7 +541,7 @@ void GatherTransparencyAndCompositionMaskRQuad(FfxFloat32x2 fUV, FFXM_PARAMETER_INOUT FFXM_MIN16_F col01, FFXM_PARAMETER_INOUT FFXM_MIN16_F col11) { - FFXM_MIN16_F4 rrrr = r_transparency_and_composition_mask.GatherRed(s_PointClamp, fUV); + FFXM_MIN16_F4 rrrr = r_transparency_and_composition_mask.GatherRed(s_PointClamp, UNITY_FSR_UV(fUV)); col01 = FFXM_MIN16_F(rrrr.x); col11 = FFXM_MIN16_F(rrrr.y); col10 = FFXM_MIN16_F(rrrr.z); @@ -538,7 +552,7 @@ void GatherTransparencyAndCompositionMaskRQuad(FfxFloat32x2 fUV, #if defined(FSR2_BIND_SRV_INPUT_COLOR) FFXM_MIN16_F3 LoadInputColor(FfxUInt32x2 iPxPos) { - return r_input_color_jittered[iPxPos].rgb; + return r_input_color_jittered[UNITY_FSR_POS(iPxPos)].rgb; } /* col00 (-1,1) *------* col10 (0,-1) @@ -552,9 +566,9 @@ void GatherInputColorRGBQuad(FfxFloat32x2 fUV, FFXM_PARAMETER_INOUT FFXM_MIN16_F3 col01, FFXM_PARAMETER_INOUT FFXM_MIN16_F3 col11) { - FFXM_MIN16_F4 rrrr = r_input_color_jittered.GatherRed(s_PointClamp, fUV); - FFXM_MIN16_F4 gggg = r_input_color_jittered.GatherGreen(s_PointClamp, fUV); - FFXM_MIN16_F4 bbbb = r_input_color_jittered.GatherBlue(s_PointClamp, fUV); + FFXM_MIN16_F4 rrrr = r_input_color_jittered.GatherRed(s_PointClamp, UNITY_FSR_UV(fUV)); + FFXM_MIN16_F4 gggg = r_input_color_jittered.GatherGreen(s_PointClamp, UNITY_FSR_UV(fUV)); + FFXM_MIN16_F4 bbbb = r_input_color_jittered.GatherBlue(s_PointClamp, UNITY_FSR_UV(fUV)); col01 = FFXM_MIN16_F3(rrrr.x, gggg.x, bbbb.x); col11 = FFXM_MIN16_F3(rrrr.y, gggg.y, bbbb.y); col10 = FFXM_MIN16_F3(rrrr.z, gggg.z, bbbb.z); @@ -565,7 +579,7 @@ void GatherInputColorRGBQuad(FfxFloat32x2 fUV, #if defined(FSR2_BIND_SRV_INPUT_COLOR) FFXM_MIN16_F3 SampleInputColor(FfxFloat32x2 fUV) { - return r_input_color_jittered.SampleLevel(s_LinearClamp, fUV, 0).rgb; + return r_input_color_jittered.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).rgb; } #endif @@ -603,7 +617,7 @@ void GatherPreparedInputColorRGBQuad(FfxFloat32x2 fUV, #if defined(FSR2_BIND_SRV_INPUT_MOTION_VECTORS) FFXM_MIN16_F2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos) { - FFXM_MIN16_F2 fSrcMotionVector = r_input_motion_vectors[iPxDilatedMotionVectorPos].xy; + FFXM_MIN16_F2 fSrcMotionVector = r_input_motion_vectors[UNITY_FSR_POS(iPxDilatedMotionVectorPos)].xy; FFXM_MIN16_F2 fUvMotionVector = fSrcMotionVector * MotionVectorScale(); @@ -625,8 +639,8 @@ void GatherInputMotionVectorRGQuad(FfxFloat32x2 fUV, FFXM_PARAMETER_INOUT FFXM_MIN16_F2 col01, FFXM_PARAMETER_INOUT FFXM_MIN16_F2 col11) { - FFXM_MIN16_F4 rrrr = r_input_motion_vectors.GatherRed(s_PointClamp, fUV); - FFXM_MIN16_F4 gggg = r_input_motion_vectors.GatherGreen(s_PointClamp, fUV); + FFXM_MIN16_F4 rrrr = r_input_motion_vectors.GatherRed(s_PointClamp, UNITY_FSR_UV(fUV)); + FFXM_MIN16_F4 gggg = r_input_motion_vectors.GatherGreen(s_PointClamp, UNITY_FSR_UV(fUV)); col01 = FFXM_MIN16_F2(rrrr.x, gggg.x) * MotionVectorScale(); col11 = FFXM_MIN16_F2(rrrr.y, gggg.y) * MotionVectorScale(); col10 = FFXM_MIN16_F2(rrrr.z, gggg.z) * MotionVectorScale(); @@ -711,7 +725,7 @@ void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeigh #if defined(FSR2_BIND_UAV_UPSCALED_OUTPUT) void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor) { - rw_upscaled_output[iPxPos] = FfxFloat32x4(fColor, 1.f); + rw_upscaled_output[UNITY_FSR_POS(iPxPos)] = FfxFloat32x4(fColor, 1.f); } #endif @@ -948,7 +962,7 @@ FFXM_MIN16_F2 LoadDilatedReactiveMasks(FFXM_PARAMETER_IN FfxUInt32x2 iPxPos) #if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) FfxFloat32x3 LoadOpaqueOnly(FFXM_PARAMETER_IN FFXM_MIN16_I2 iPxPos) { - return r_input_opaque_only[iPxPos].xyz; + return r_input_opaque_only[UNITY_FSR_POS(iPxPos)].xyz; } #endif