using ArmASR; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.PostProcessing { internal abstract class ASRUpscaler: Upscaler { public static bool IsSupported => SystemInfo.supportsComputeShaders; protected abstract Asr.Variant Variant { get; } private AsrContext _asrContext; private Asr.DispatchDescription _dispatchDescription = new(); private Asr.GenerateReactiveDescription _genReactiveDescription = new(); public override void CreateContext(PostProcessRenderContext context, Upscaling config) { // Initialize ASR context Asr.InitializationFlags flags = 0; if (context.camera.allowHDR) flags |= Asr.InitializationFlags.EnableHighDynamicRange; if (config.exposureSource == Upscaling.ExposureSource.Auto) flags |= Asr.InitializationFlags.EnableAutoExposure; if (RuntimeUtilities.IsDynamicResolutionEnabled(context.camera)) flags |= Asr.InitializationFlags.EnableDynamicResolution; _asrContext = Asr.CreateContext(Variant, config.UpscaleSize, config.MaxRenderSize, context.resources.asrUpscalerShaders, flags); } public override void DestroyContext() { base.DestroyContext(); if (_asrContext != null) { _asrContext.Destroy(); _asrContext = null; } } public override void Render(PostProcessRenderContext context, Upscaling config) { var cmd = context.command; cmd.BeginSample("ASR"); SetupDispatchDescription(context, config); if (config.autoGenerateReactiveMask) { SetupAutoReactiveDescription(context, config); var scaledRenderSize = _genReactiveDescription.RenderSize; cmd.GetTemporaryRT(AsrShaderIDs.UavAutoReactive, scaledRenderSize.x, scaledRenderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true); _asrContext.GenerateReactiveMask(_genReactiveDescription, cmd); _dispatchDescription.Reactive = new ResourceView(AsrShaderIDs.UavAutoReactive); } _asrContext.Dispatch(_dispatchDescription, cmd); cmd.EndSample("ASR"); } private void SetupDispatchDescription(PostProcessRenderContext context, Upscaling config) { var camera = context.camera; // Set up the main ASR dispatch parameters _dispatchDescription.Color = new ResourceView(context.source); _dispatchDescription.Depth = new ResourceView(Upscaling.GetDepthTexture(context.camera), RenderTextureSubElement.Depth); _dispatchDescription.MotionVectors = new ResourceView(BuiltinRenderTextureType.MotionVectors); _dispatchDescription.Exposure = ResourceView.Unassigned; _dispatchDescription.Reactive = ResourceView.Unassigned; _dispatchDescription.TransparencyAndComposition = ResourceView.Unassigned; if (config.exposureSource == Upscaling.ExposureSource.Manual && config.exposure != null) _dispatchDescription.Exposure = new ResourceView(config.exposure); if (config.exposureSource == Upscaling.ExposureSource.Unity) _dispatchDescription.Exposure = new ResourceView(context.autoExposureTexture); if (config.reactiveMask != null) _dispatchDescription.Reactive = new ResourceView(config.reactiveMask); if (config.transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = new ResourceView(config.transparencyAndCompositionMask); var scaledRenderSize = config.GetScaledRenderSize(context.camera); _dispatchDescription.Output = new ResourceView(context.destination); _dispatchDescription.PreExposure = config.preExposure; _dispatchDescription.EnableSharpening = config.performSharpenPass; _dispatchDescription.Sharpness = config.sharpness; _dispatchDescription.JitterOffset = config.JitterOffset; _dispatchDescription.MotionVectorScale.x = -scaledRenderSize.x; _dispatchDescription.MotionVectorScale.y = -scaledRenderSize.y; _dispatchDescription.RenderSize = scaledRenderSize; _dispatchDescription.InputResourceSize = scaledRenderSize; _dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime; _dispatchDescription.CameraNear = camera.nearClipPlane; _dispatchDescription.CameraFar = camera.farClipPlane; _dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad; _dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity _dispatchDescription.Reset = config.Reset; if (SystemInfo.usesReversedZBuffer) { // Swap the near and far clip plane distances as FSR2 expects this when using inverted depth (_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear); } } private void SetupAutoReactiveDescription(PostProcessRenderContext context, Upscaling config) { // Set up the parameters to auto-generate a reactive mask _genReactiveDescription.ColorOpaqueOnly = new ResourceView(config.ColorOpaqueOnly); _genReactiveDescription.ColorPreUpscale = new ResourceView(context.source); _genReactiveDescription.OutReactive = new ResourceView(AsrShaderIDs.UavAutoReactive); _genReactiveDescription.RenderSize = config.GetScaledRenderSize(context.camera); _genReactiveDescription.Scale = config.generateReactiveParameters.scale; _genReactiveDescription.CutoffThreshold = config.generateReactiveParameters.cutoffThreshold; _genReactiveDescription.BinaryValue = config.generateReactiveParameters.binaryValue; _genReactiveDescription.Flags = (Asr.GenerateReactiveFlags)config.generateReactiveParameters.flags; } } internal class ASRUpscaler_Quality : ASRUpscaler { protected override Asr.Variant Variant => Asr.Variant.Quality; } internal class ASRUpscaler_Balanced : ASRUpscaler { protected override Asr.Variant Variant => Asr.Variant.Balanced; } internal class ASRUpscaler_Performance : ASRUpscaler { protected override Asr.Variant Variant => Asr.Variant.Performance; } }