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Reworked SGSR2 classes, moving more logic to the base class, and implemented clip-space delta matrix as well as the is-camera-still logic.

sgsr2_fs
Nico de Poel 1 year ago
parent
commit
c43c8d11f9
  1. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs
  2. 65
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs
  3. 37
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_2PassCS.cs
  4. 37
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_3PassCS.cs

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs

@ -10,15 +10,20 @@ public static class SGSR2
{
public Vector2Int renderSize;
public Vector2Int displaySize;
public Vector2 renderSizeRcp;
public Vector2 displaySizeRcp;
public Vector2 jitterOffset;
public Vector2 padding1;
public Matrix4x4 clipToPrevClip;
public float preExposure;
public float cameraFovAngleHor;
public float cameraNear;
public float minLerpContribution;
public uint bSameCamera;
public uint reset;
}

65
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs

@ -8,6 +8,8 @@ namespace UnityEngine.Rendering.PostProcessing
{
public static bool IsSupported => SystemInfo.supportsComputeShaders;
protected abstract string VariantName { get; }
protected RenderTexture _colorLuma;
protected RenderTexture _motionDepthAlpha;
protected RenderTexture _motionDepthClipAlpha;
@ -17,7 +19,7 @@ namespace UnityEngine.Rendering.PostProcessing
protected readonly ConstantsBuffer<SGSR2.Params> _paramsBuffer = new();
protected uint _frameCount = 0;
public override void CreateContext(PostProcessRenderContext context, Upscaling config)
{
CreateRenderTexture(ref _colorLuma, "ColorLuma", config.MaxRenderSize, GraphicsFormat.R32_UInt, true);
@ -41,5 +43,66 @@ namespace UnityEngine.Rendering.PostProcessing
DestroyRenderTexture(ref _motionDepthAlpha);
DestroyRenderTexture(ref _colorLuma);
}
public override void Render(PostProcessRenderContext context, Upscaling config)
{
var cmd = context.command;
cmd.BeginSample(VariantName);
Matrix4x4 clipToPrevClip = Matrix4x4.identity;
bool isCameraStill = false;
if (_frameCount > 0 && !config.Reset)
{
// We need to use the projection matrix as it is used on the GPU to match what Unity keeps in Camera.previousViewProjectionMatrix
Matrix4x4 viewProj = GL.GetGPUProjectionMatrix(context.camera.nonJitteredProjectionMatrix, true) * context.camera.worldToCameraMatrix;
clipToPrevClip = context.camera.previousViewProjectionMatrix * viewProj.inverse;
isCameraStill = IsCameraStill(viewProj, context.camera.previousViewProjectionMatrix);
}
ref var parms = ref _paramsBuffer.Value;
parms.renderSize = config.GetScaledRenderSize(context.camera);
parms.displaySize = config.UpscaleSize;
parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y);
parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y);
parms.jitterOffset = config.JitterOffset;
parms.clipToPrevClip = clipToPrevClip;
parms.preExposure = config.preExposure;
parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y;
parms.cameraNear = context.camera.nearClipPlane;
parms.minLerpContribution = 0f;
parms.bSameCamera = isCameraStill ? 1u : 0u;
parms.reset = config.Reset ? 1u : 0u;
_paramsBuffer.UpdateBufferData(cmd);
if (_frameCount == 0 || config.Reset)
{
cmd.SetRenderTarget(_lumaHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_lumaHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
}
DoRender(cmd, context, config);
cmd.EndSample(VariantName);
_frameCount++;
}
protected abstract void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config);
private static bool IsCameraStill(in Matrix4x4 currViewProj, in Matrix4x4 prevViewProj, float threshold = 1e-5f)
{
float vpDiff = 0f;
for (int i = 0; i < 16; i++)
{
vpDiff += Mathf.Abs(currViewProj[i] - prevViewProj[i]);
}
return vpDiff < threshold;
}
}
}

37
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_2PassCS.cs

@ -4,43 +4,12 @@ namespace UnityEngine.Rendering.PostProcessing
{
internal class SGSR2Upscaler_2PassCS: SGSR2Upscaler
{
public override void Render(PostProcessRenderContext context, Upscaling config)
{
var cmd = context.command;
cmd.BeginSample("SGSR2 2-Pass CS");
ref var parms = ref _paramsBuffer.Value;
parms.renderSize = config.GetScaledRenderSize(context.camera);
parms.displaySize = config.UpscaleSize;
parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y);
parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y);
parms.jitterOffset = config.JitterOffset;
parms.clipToPrevClip = Matrix4x4.identity; // TODO: clipToPrevClip => (previous_view_proj * inv_vp)
parms.preExposure = config.preExposure;
parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y;
parms.cameraNear = context.camera.nearClipPlane;
parms.minLerpContribution = 0f;
parms.bSameCamera = 0u;
parms.reset = config.Reset ? 1u : 0u;
_paramsBuffer.UpdateBufferData(cmd);
if (_frameCount == 0 || config.Reset)
{
cmd.SetRenderTarget(_lumaHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_lumaHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
}
protected override string VariantName => "SGSR2 2-Pass CS";
protected override void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
Convert(cmd, context, config);
Upscale(cmd, context);
cmd.EndSample("SGSR2 2-Pass CS");
_frameCount++;
}
private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)

37
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_3PassCS.cs

@ -4,44 +4,13 @@ namespace UnityEngine.Rendering.PostProcessing
{
internal class SGSR2Upscaler_3PassCS: SGSR2Upscaler
{
public override void Render(PostProcessRenderContext context, Upscaling config)
protected override string VariantName => "SGSR2 3-Pass CS";
protected override void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
var cmd = context.command;
cmd.BeginSample("SGSR2 3-Pass CS");
ref var parms = ref _paramsBuffer.Value;
parms.renderSize = config.GetScaledRenderSize(context.camera);
parms.displaySize = config.UpscaleSize;
parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y);
parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y);
parms.jitterOffset = config.JitterOffset;
parms.clipToPrevClip = Matrix4x4.identity; // TODO: clipToPrevClip => (previous_view_proj * inv_vp)
parms.preExposure = config.preExposure;
parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y;
parms.cameraNear = context.camera.nearClipPlane;
parms.minLerpContribution = 0f;
parms.bSameCamera = 0u;
parms.reset = config.Reset ? 1u : 0u;
_paramsBuffer.UpdateBufferData(cmd);
if (_frameCount == 0 || config.Reset)
{
cmd.SetRenderTarget(_lumaHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_lumaHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
}
Convert(cmd, context, config);
Activate(cmd, context);
Upscale(cmd, context);
cmd.EndSample("SGSR2 3-Pass CS");
_frameCount++;
}
private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)

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