using System; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; namespace ArmASR { /// /// Helper class for bundling and managing persistent resources required by the ASR process. /// This includes lookup tables, default fallback resources and double-buffered resources that get swapped between frames. /// internal class AsrResources { public Texture2D DefaultExposure; public Texture2D DefaultReactive; public Texture2D LanczosLut; public Texture2D MaximumBiasLut; public RenderTexture SpdAtomicCounter; public RenderTexture SceneLuminance; public readonly RenderTexture[] AutoExposure = new RenderTexture[2]; public readonly RenderTexture[] DilatedMotionVectors = new RenderTexture[2]; public readonly RenderTexture[] LockStatus = new RenderTexture[2]; public readonly RenderTexture[] InternalUpscaled = new RenderTexture[2]; public readonly RenderTexture[] InternalReactive = new RenderTexture[2]; public readonly RenderTexture[] LumaHistory = new RenderTexture[2]; public void Create(in Asr.ContextDescription contextDescription) { // Generate the data for the LUT const int lanczos2LutWidth = 128; float[] lanczos2Weights = new float[lanczos2LutWidth]; for (int currentLanczosWidthIndex = 0; currentLanczosWidthIndex < lanczos2LutWidth; ++currentLanczosWidthIndex) { float x = 2.0f * currentLanczosWidthIndex / (lanczos2LutWidth - 1); float y = Asr.Lanczos2(x); lanczos2Weights[currentLanczosWidthIndex] = y; } float[] maximumBias = new float[MaximumBiasTextureWidth * MaximumBiasTextureHeight]; for (int i = 0; i < maximumBias.Length; ++i) { maximumBias[i] = MaximumBias[i] / 2.0f; } GetFormatRequirements(contextDescription, out bool isBalancedOrPerformance, out _, out _, out GraphicsFormat r16Format, out GraphicsFormat rg16Format); // Resource FSR2_LanczosLutData: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE // R16_SNorm textures are not supported by Unity on most platforms, strangely enough. So instead we use R32_SFloat and upload pre-normalized float data. LanczosLut = new Texture2D(lanczos2LutWidth, 1, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "ASR_LanczosLutData" }; LanczosLut.SetPixelData(lanczos2Weights, 0); LanczosLut.Apply(); // Resource FSR2_MaximumUpsampleBias: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE MaximumBiasLut = new Texture2D(MaximumBiasTextureWidth, MaximumBiasTextureHeight, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "ASR_MaximumUpsampleBias" }; MaximumBiasLut.SetPixelData(maximumBias, 0); MaximumBiasLut.Apply(); // Resource FSR2_DefaultExposure: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE DefaultExposure = new Texture2D(1, 1, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None) { name = "ASR_DefaultExposure" }; DefaultExposure.SetPixel(0, 0, Color.clear); DefaultExposure.Apply(); // Resource FSR2_DefaultReactivityMask: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE DefaultReactive = new Texture2D(1, 1, GraphicsFormat.R8_UNorm, TextureCreationFlags.None) { name = "ASR_DefaultReactivityMask" }; DefaultReactive.SetPixel(0, 0, Color.clear); DefaultReactive.Apply(); // Resource FSR2_SpdAtomicCounter: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE // Despite what the original FSR2 codebase says, this resource really isn't aliasable. Resetting this counter to 0 every frame breaks auto-exposure on MacOS Metal. SpdAtomicCounter = new RenderTexture(1, 1, 0, GraphicsFormat.R32_UInt) { name = "ASR_SpdAtomicCounter", enableRandomWrite = true }; SpdAtomicCounter.Create(); // Resource FSR2_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. int w = contextDescription.MaxRenderSize.x / 2, h = contextDescription.MaxRenderSize.y / 2; int mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(w, h), 2.0f)); SceneLuminance = new RenderTexture(w, h, 0, r16Format, mipCount) { name = "ASR_ExposureMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false }; SceneLuminance.Create(); // Resource FSR2_AutoExposure: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(AutoExposure, "ASR_AutoExposure", Vector2Int.one, rg16Format, enableRandomWrite: true); // Resources FSR2_InternalDilatedVelocity1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(DilatedMotionVectors, "ASR_InternalDilatedVelocity", contextDescription.MaxRenderSize, GraphicsFormat.R16G16_SFloat); // Resources FSR2_LockStatus1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(LockStatus, "ASR_LockStatus", contextDescription.DisplaySize, GraphicsFormat.R16G16_SFloat); // Resources FSR2_InternalUpscaled1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(InternalUpscaled, "ASR_InternalUpscaled", contextDescription.DisplaySize, !isBalancedOrPerformance ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.B10G11R11_UFloatPack32); // Additional textures used by either balanced or performance presets if (isBalancedOrPerformance) { // Resources FSR2_InternalReactive1/2: FFXM_RESOURCE_USAGE_RENDERTARGET, FFXM_SURFACE_FORMAT_R8_SNORM, FFXM_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(InternalReactive, "ASR_InternalReactive", contextDescription.DisplaySize, GraphicsFormat.R8_SNorm); } else // Quality preset specific { // Resources FSR2_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, FFX_RESOURCE_FLAGS_NONE CreateDoubleBufferedResource(LumaHistory, "ASR_LumaHistory", contextDescription.DisplaySize, GraphicsFormat.R8G8B8A8_UNorm); } } // Set up shared aliasable resources, i.e. temporary render textures // These do not need to persist between frames, but they do need to be available between passes public static void CreateAliasableResources(CommandBuffer commandBuffer, in Asr.ContextDescription contextDescription, in Asr.DispatchDescription dispatchParams) { Vector2Int displaySize = contextDescription.DisplaySize; Vector2Int maxRenderSize = contextDescription.MaxRenderSize; GetFormatRequirements(contextDescription, out _, out bool preparedInputColorNeedsFp16, out GraphicsFormat r8Format, out _, out _); // FSR2_ReconstructedPrevNearestDepth: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_UINT, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavReconstructedPrevNearestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_UInt, 1, true); // FSR2_DilatedDepth: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R32_SFloat, 1); // FSR2_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1); // FSR2_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1); // FSR2_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, preparedInputColorNeedsFp16 ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R8G8B8A8_UNorm, 1); // FSR2_NewLocks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE commandBuffer.GetTemporaryRT(AsrShaderIDs.UavNewLocks, displaySize.x, displaySize.y, 0, default, r8Format, 1, true); } private static void GetFormatRequirements(in Asr.ContextDescription contextDescription, out bool isBalancedOrPerformance, out bool preparedInputColorNeedsFP16, out GraphicsFormat r8Format, out GraphicsFormat r16Format, out GraphicsFormat rg16Format) { bool applyPerfModeOptimizations = contextDescription.Variant == Asr.Variant.Performance; bool applyBalancedModeOptimizations = contextDescription.Variant == Asr.Variant.Balanced; isBalancedOrPerformance = applyBalancedModeOptimizations || applyPerfModeOptimizations; preparedInputColorNeedsFP16 = !applyPerfModeOptimizations; // OpenGLES 3.2 specific: We need to work around some GLES limitations for some resources. bool isOpenGLES = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3; r8Format = isOpenGLES ? GraphicsFormat.R32_SFloat : GraphicsFormat.R8_UNorm; r16Format = isOpenGLES ? GraphicsFormat.R32_SFloat : GraphicsFormat.R16_SFloat; rg16Format = isOpenGLES ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R16G16_SFloat; } public static void DestroyAliasableResources(CommandBuffer commandBuffer) { // Release all the aliasable resources used this frame commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavReconstructedPrevNearestDepth); commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavDilatedDepth); commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavLockInputLuma); commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavDilatedReactiveMasks); commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavPreparedInputColor); commandBuffer.ReleaseTemporaryRT(AsrShaderIDs.UavNewLocks); } private static void CreateDoubleBufferedResource(RenderTexture[] resource, string name, Vector2Int size, GraphicsFormat format, bool enableRandomWrite = false) { for (int i = 0; i < 2; ++i) { resource[i] = new RenderTexture(size.x, size.y, 0, format) { name = name + (i + 1), enableRandomWrite = enableRandomWrite }; resource[i].Create(); } } public void Destroy() { DestroyResource(LumaHistory); DestroyResource(InternalReactive); DestroyResource(InternalUpscaled); DestroyResource(LockStatus); DestroyResource(DilatedMotionVectors); DestroyResource(AutoExposure); DestroyResource(ref SceneLuminance); DestroyResource(ref DefaultReactive); DestroyResource(ref DefaultExposure); DestroyResource(ref MaximumBiasLut); DestroyResource(ref LanczosLut); } private static void DestroyResource(ref Texture2D resource) { Asr.DestroyObject(resource); resource = null; } private static void DestroyResource(ref RenderTexture resource) { if (resource == null) return; resource.Release(); resource = null; } private static void DestroyResource(RenderTexture[] resource) { for (int i = 0; i < resource.Length; ++i) DestroyResource(ref resource[i]); } private const int MaximumBiasTextureWidth = 16; private const int MaximumBiasTextureHeight = 16; private static readonly float[] MaximumBias = { 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.876f, 1.809f, 1.772f, 1.753f, 1.748f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.869f, 1.801f, 1.764f, 1.745f, 1.739f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.976f, 1.841f, 1.774f, 1.737f, 1.716f, 1.71f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.914f, 1.784f, 1.716f, 1.673f, 1.649f, 1.641f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.793f, 1.676f, 1.604f, 1.562f, 1.54f, 1.533f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.619f, 1.536f, 1.492f, 1.467f, 1.454f, 1.449f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.575f, 1.496f, 1.456f, 1.432f, 1.416f, 1.408f, 1.405f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.555f, 1.479f, 1.438f, 1.413f, 1.398f, 1.387f, 1.381f, 1.379f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.555f, 1.474f, 1.43f, 1.404f, 1.387f, 1.376f, 1.368f, 1.363f, 1.362f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.575f, 1.479f, 1.43f, 1.401f, 1.382f, 1.369f, 1.36f, 1.354f, 1.351f, 1.35f, 2.0f, 2.0f, 1.976f, 1.914f, 1.793f, 1.619f, 1.496f, 1.438f, 1.404f, 1.382f, 1.367f, 1.357f, 1.349f, 1.344f, 1.341f, 1.34f, 1.876f, 1.869f, 1.841f, 1.784f, 1.676f, 1.536f, 1.456f, 1.413f, 1.387f, 1.369f, 1.357f, 1.347f, 1.341f, 1.336f, 1.333f, 1.332f, 1.809f, 1.801f, 1.774f, 1.716f, 1.604f, 1.492f, 1.432f, 1.398f, 1.376f, 1.36f, 1.349f, 1.341f, 1.335f, 1.33f, 1.328f, 1.327f, 1.772f, 1.764f, 1.737f, 1.673f, 1.562f, 1.467f, 1.416f, 1.387f, 1.368f, 1.354f, 1.344f, 1.336f, 1.33f, 1.326f, 1.323f, 1.323f, 1.753f, 1.745f, 1.716f, 1.649f, 1.54f, 1.454f, 1.408f, 1.381f, 1.363f, 1.351f, 1.341f, 1.333f, 1.328f, 1.323f, 1.321f, 1.32f, 1.748f, 1.739f, 1.71f, 1.641f, 1.533f, 1.449f, 1.405f, 1.379f, 1.362f, 1.35f, 1.34f, 1.332f, 1.327f, 1.323f, 1.32f, 1.319f, }; } }