#include "common.h" #include #include #include #include #include #include "UnityPluginAPI/IUnityInterface.h" #include "UnityPluginAPI/IUnityLog.h" #include "UnityPluginAPI/IUnityGraphics.h" #include "UnityPluginAPI/IUnityGraphicsPS5.h" #include "UnityPluginAPI/IUnityGraphicsAgcPS5.h" using namespace sce::Agc; using namespace sce::Psml; static IUnityInterfaces* s_UnityInterfaces = nullptr; static IUnityLog* s_Log = nullptr; static IUnityGraphics* s_Graphics = nullptr; static IUnityGraphicsPS5* s_GraphicsPS5 = nullptr; // Old Gnmp-based graphics API static IUnityGraphicsAgcPS5* s_GraphicsAgcPS5 = nullptr; // New Agc-based graphics API (NGGC) static UnityGfxRenderer s_RendererType = kUnityGfxRendererNull; MfsrPhysicalMemoryBlock* s_mfsrSharedResourcesMemoryBlocks = nullptr; MfsrSharedResources s_mfsrSharedResources = nullptr; // Just use a single context for now to keep things simple // "Multiple contexts (up to 4) can be generated to perform multiple MFSR processes within an application." static bool s_mfsrInitialized = false; static Core::BasicContext s_AgcContext; static MfsrPhysicalMemoryBlock* s_mfsrMemoryBlocks = nullptr; static MfsrContext s_mfsrContext = nullptr; static Core::Texture s_outputColorTexture; static void UNITY_INTERFACE_API OnGraphicsDeviceEvent(UnityGfxDeviceEventType eventType); static void UNITY_INTERFACE_API OnRenderEventAndData(int eventID, void* data); // Unity plugin load event extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginLoad(IUnityInterfaces* unityInterfaces) { s_UnityInterfaces = unityInterfaces; s_Log = unityInterfaces->Get(); s_Graphics = unityInterfaces->Get(); s_Graphics->RegisterDeviceEventCallback(OnGraphicsDeviceEvent); // Run OnGraphicsDeviceEvent(initialize) manually on plugin load // to not miss the event in case the graphics device is already initialized OnGraphicsDeviceEvent(kUnityGfxDeviceEventInitialize); } // Unity plugin unload event extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API UnityPluginUnload() { s_Graphics->UnregisterDeviceEventCallback(OnGraphicsDeviceEvent); } // Freely defined function to pass a callback to plugin-specific scripts extern "C" UnityRenderingEventAndData UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API GetRenderEventAndDataFunc() { return OnRenderEventAndData; } static void UNITY_INTERFACE_API OnGraphicsDeviceEvent(UnityGfxDeviceEventType eventType) { switch (eventType) { case kUnityGfxDeviceEventInitialize: { s_RendererType = s_Graphics->GetRenderer(); if (s_RendererType != kUnityGfxRendererPS5 && s_RendererType != kUnityGfxRendererPS5NGGC) { return; } s_GraphicsPS5 = s_UnityInterfaces->Get(); s_GraphicsAgcPS5 = s_UnityInterfaces->Get(); if (s_GraphicsPS5 == nullptr && s_GraphicsAgcPS5 == nullptr) { UNITY_LOG_ERROR(s_Log, "Could not obtain PS5 Graphics interface!"); return; } // Yeah just don't do the stuff below. It makes Unity act weirdly. //UnityD3D12PluginEventConfig config; //config.graphicsQueueAccess = kUnityD3D12GraphicsQueueAccess_DontCare; //config.flags = kUnityD3D12EventConfigFlag_ModifiesCommandBuffersState; //config.ensureActiveRenderTextureIsBound = true; // TODO: not entirely sure if this is necessary //s_GraphicsD3D12->ConfigureEvent(1, &config); //config.graphicsQueueAccess = kUnityD3D12GraphicsQueueAccess_DontCare; //config.flags = 0; //config.ensureActiveRenderTextureIsBound = false; //s_GraphicsD3D12->ConfigureEvent(2, &config); break; } case kUnityGfxDeviceEventShutdown: { s_GraphicsPS5 = nullptr; s_GraphicsAgcPS5 = nullptr; s_RendererType = kUnityGfxRendererNull; break; } case kUnityGfxDeviceEventBeforeReset: { //TODO: user Direct3D 9 code break; } case kUnityGfxDeviceEventAfterReset: { //TODO: user Direct3D 9 code break; } }; } extern "C" bool UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API InitPssr() { // Check if we're running on PS5 Pro if (!sceKernelIsTrinityMode()) { UNITY_LOG_ERROR(s_Log, "Kernel is not running in Trinity mode, PSML is not supported!"); return false; } // Load PSML module if (sceSysmoduleIsLoaded(SCE_SYSMODULE_PSML) != SCE_SYSMODULE_LOADED) { int res = sceSysmoduleLoadModule(SCE_SYSMODULE_PSML); if (res < SCE_OK) { std::stringstream msg; msg << "Failed to load PSML sysmodule, error code = " << res; UNITY_LOG_ERROR(s_Log, msg.str().c_str()); return false; } } // Initialize MFSR int res = initMfsr(); if (res != SCE_OK && res != SCE_PSML_MFSR_ERROR_ALREADY_INITIALIZED) { std::stringstream msg; msg << "Failed to initialize MFSR, error code = " << res; UNITY_LOG_ERROR(s_Log, msg.str().c_str()); return false; } // TODO: do some idempotence here, make sure we don't create shared resources twice // Set up MFSR shared resources { // Get required physical memory blocks sizeAlign for initializing MFSR shared resources MfsrSharedResourcesInitParameters mfsrSharedResourcesInitParameters; mfsrSharedResourcesInitParameters.init(); mfsrSharedResourcesInitParameters.m_profile = MfsrProfile::kQuality; MfsrSharedResourcesInitRequirement mfsrSharedResourcesInitRequirement; getMfsrSharedResourcesInitRequirement(&mfsrSharedResourcesInitRequirement, &mfsrSharedResourcesInitParameters); // Allocate physical memory blocks for MFSR shared resource and setup shared resources init param s_mfsrSharedResourcesMemoryBlocks = new MfsrPhysicalMemoryBlock[mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockCount]; size_t blockSize = mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockSize; size_t blockAlign = mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockAlignment; size_t m_mfsrSharedResourcesMemorySize = mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockCount * blockSize; off_t m_mfsrSharedResourcesMemoryAddress; sceKernelAllocateMainDirectMemory(m_mfsrSharedResourcesMemorySize, blockAlign, SCE_KERNEL_MTYPE_C_SHARED, &m_mfsrSharedResourcesMemoryAddress); for (uint32_t i = 0; i < mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockCount; i++) { s_mfsrSharedResourcesMemoryBlocks[i].m_size = blockSize; s_mfsrSharedResourcesMemoryBlocks[i].m_offset = m_mfsrSharedResourcesMemoryAddress + blockSize * i; } mfsrSharedResourcesInitParameters.m_physicalMemoryBlocks = s_mfsrSharedResourcesMemoryBlocks; mfsrSharedResourcesInitParameters.m_physicalMemoryBlockCount = mfsrSharedResourcesInitRequirement.m_physicalMemoryBlockCount; // Create MFSR shared resources with the memory createMfsrSharedResources(&s_mfsrSharedResources, &mfsrSharedResourcesInitParameters); } s_mfsrInitialized = true; // Set up command buffer if (s_RendererType == kUnityGfxRendererPS5NGGC && s_GraphicsAgcPS5 != nullptr) { const size_t agcContextSize = 128 * 1024; s_AgcContext.m_dcb.init(s_GraphicsAgcPS5->AllocateGPUMemory(agcContextSize, Alignment::kCommandBuffer), agcContextSize); s_AgcContext.m_bdr.init(&s_AgcContext.m_dcb, &s_AgcContext.m_dcb); s_AgcContext.m_sb.init(256, &s_AgcContext.m_dcb, &s_AgcContext.m_dcb); } UNITY_LOG(s_Log, "PSSR plugin initialized"); return true; } extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API ReleasePssr() { s_mfsrInitialized = false; if (s_GraphicsAgcPS5 != nullptr && s_AgcContext.m_dcb.m_bottom != nullptr) { s_GraphicsAgcPS5->ReleaseGPUMemory(s_AgcContext.m_dcb.m_bottom); s_AgcContext.m_dcb.clear(); } if (s_mfsrSharedResources != nullptr) { releaseMfsrSharedResources(s_mfsrSharedResources); s_mfsrSharedResources = nullptr; } if (s_mfsrSharedResourcesMemoryBlocks != nullptr) { delete[] s_mfsrSharedResourcesMemoryBlocks; s_mfsrSharedResourcesMemoryBlocks = nullptr; } } typedef struct pssr_init_params_s { uint32_t displayWidth; uint32_t displayHeight; uint32_t maxRenderWidth; uint32_t maxRenderHeight; } pssr_init_params_t; typedef struct pssr_dispatch_params_s { sce::Agc::Core::Texture* color; sce::Agc::Core::Texture* depth; sce::Agc::Core::Texture* motionVectors; sce::Agc::Core::Texture* exposure; sce::Agc::Core::Texture* reactiveMask; sce::Agc::Core::Texture* outputColor; uint32_t renderWidth; uint32_t renderHeight; Vector2f jitter; Vector2f motionVectorScale; Matrix4f camProjection; Vector3f camForward; Vector3f camUp; Vector3f camRight; Vector3d camPosition; float pad; float camNear; float camFar; float preExposure; uint32_t resetHistory; } pssr_dispatch_params_t; extern "C" int32_t UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API CreatePssrContext(const pssr_init_params_t* params, Core::Texture** outputColorTexture) { MfsrContextInitParameters initParams = {}; initParams.init(); initParams.m_outputColorWidth = params->displayWidth; initParams.m_outputColorHeight = params->displayHeight; initParams.m_sharedResources = s_mfsrSharedResources; // Keep a copy of the previous depth internally MfsrKeepCopyTextureSpec depthCopySpec = {}; depthCopySpec.m_width = params->maxRenderWidth; depthCopySpec.m_height = params->maxRenderHeight; depthCopySpec.m_bytesPerPixel = 4; // R32_SFloat initParams.m_maxSizeDepthForKeepCopy = &depthCopySpec; // Keep a copy of the previous motion vectors internally MfsrKeepCopyTextureSpec mvCopySpec = {}; mvCopySpec.m_width = params->maxRenderWidth; mvCopySpec.m_height = params->maxRenderHeight; mvCopySpec.m_bytesPerPixel = 4; // R16G16_SFloat initParams.m_maxSizeMotionVectorsForKeepCopy = &mvCopySpec; // Song and dance to set up memory used by this MFSR context { MfsrContextInitRequirement mfsrInitRequirement = {}; getMfsrContextInitRequirement(&mfsrInitRequirement, &initParams); s_mfsrMemoryBlocks = new MfsrPhysicalMemoryBlock[mfsrInitRequirement.m_physicalMemoryBlockCount]; size_t size = mfsrInitRequirement.m_physicalMemoryBlockSize; size_t align = mfsrInitRequirement.m_physicalMemoryBlockAlignment; size_t m_mfsrMemorySize = mfsrInitRequirement.m_physicalMemoryBlockCount * size; off_t m_mfsrMemoryPhysicalAddress; sceKernelAllocateMainDirectMemory(m_mfsrMemorySize, align, SCE_KERNEL_MTYPE_C_SHARED, &m_mfsrMemoryPhysicalAddress); for (uint32_t i = 0; i < mfsrInitRequirement.m_physicalMemoryBlockCount; i++) { s_mfsrMemoryBlocks[i].m_size = size; s_mfsrMemoryBlocks[i].m_offset = m_mfsrMemoryPhysicalAddress + mfsrInitRequirement.m_physicalMemoryBlockSize * i; } initParams.m_sharedResources = s_mfsrSharedResources; initParams.m_physicalMemoryBlocks = s_mfsrMemoryBlocks; initParams.m_physicalMemoryBlockCount = mfsrInitRequirement.m_physicalMemoryBlockCount; } // Set up output color texture with the correct specifications (k11_11_10Float with tile mode kStandard256B) { Core::TextureSpec texSpec; texSpec.init(); texSpec.setAllowNullptr(true); texSpec.m_width = params->displayWidth; texSpec.m_height = params->displayHeight; texSpec.m_format = { Core::TypedFormat::k11_11_10Float, Core::Swizzle::kRGB1_R3S34 }; texSpec.setTileMode(Core::Texture::TileMode::kStandard256B); SizeAlign sizeAlign = Core::getSize(&texSpec); if (s_GraphicsPS5 != nullptr) { texSpec.m_dataAddress = s_GraphicsPS5->AllocateGPUMemory(sizeAlign.m_size, MfsrAlignment::kOutputTexture); } else if (s_GraphicsAgcPS5 != nullptr) { texSpec.m_dataAddress = s_GraphicsAgcPS5->AllocateGPUMemory(sizeAlign.m_size, MfsrAlignment::kOutputTexture); } int res = Core::initialize(&s_outputColorTexture, &texSpec); if (res != SCE_OK) { std::stringstream msg; msg << "Failed to create MFSR output color texture, error code = " << res; UNITY_LOG_ERROR(s_Log, msg.str().c_str()); return res; } if (outputColorTexture != nullptr) { *outputColorTexture = &s_outputColorTexture; } } // Finally, create the actual MFSR context int res = createMfsrContext(&s_mfsrContext, &initParams); if (res != SCE_OK) { std::stringstream msg; msg << "Failed to create MFSR context, error code = " << res; UNITY_LOG_ERROR(s_Log, msg.str().c_str()); return res; } UNITY_LOG(s_Log, "Created PSSR context!"); return SCE_OK; } // Plugin function to handle a specific rendering event static void UNITY_INTERFACE_API OnRenderEventAndData(int eventID, void* data) { if (!s_mfsrInitialized) return; if (s_RendererType == kUnityGfxRendererPS5 && s_GraphicsPS5 == nullptr) return; if (s_RendererType == kUnityGfxRendererPS5NGGC && s_GraphicsAgcPS5 == nullptr) return; // User rendering code switch (eventID) { case 0: // Initialize PSSR { auto* params = (pssr_init_params_t*)data; CreatePssrContext(params, nullptr); break; } case 1: // Execute PSSR { if (s_mfsrContext == nullptr) break; // TODO: how do get command buffer from PS5 graphics interface? :thinking: // I guess we're hoping that s_GraphicsAgcPS5->SubmitGraphics is smart enough to add the submit pointer to the currently recording command list (which seems to be the case, phew!) auto* params = (pssr_dispatch_params_t*)data; sce::Agc::DrawCommandBuffer* cmd = nullptr; if (s_RendererType == kUnityGfxRendererPS5) { auto* gfxc = (sce::Agc::Gnmp::LightweightGfxContext*)s_GraphicsPS5->GetGfxContext(); cmd = &gfxc->m_agcCtx.m_dcb; } else if (s_RendererType == kUnityGfxRendererPS5NGGC) { Core::BasicContext& ctx = s_AgcContext.reset(); cmd = &ctx.m_dcb; } cmd->pushMarker("Dispatch MFSR"); DispatchMfsrParameters dispatchParams = {}; dispatchParams.init(); dispatchParams.m_outputColor = params->outputColor; dispatchParams.m_color = params->color; dispatchParams.m_motionVectors = params->motionVectors; dispatchParams.m_prevDepth = nullptr; // MFSR context keeps a copy of the previous depth internally dispatchParams.m_depth = params->depth; dispatchParams.m_exposure = params->exposure; dispatchParams.m_reactiveMask = params->reactiveMask; dispatchParams.m_prevMotionVectors = nullptr; // MFSR context keeps a copy of the previous motion vectors internally dispatchParams.m_preExposure = params->preExposure; dispatchParams.m_projectionNoJitter = params->camProjection; dispatchParams.m_camForward = params->camForward; dispatchParams.m_camUp = params->camUp; dispatchParams.m_camRight = params->camRight; dispatchParams.m_camPosD = params->camPosition; dispatchParams.m_nearZ = params->camNear; dispatchParams.m_farZ = params->camFar; dispatchParams.m_renderWidth = params->renderWidth; dispatchParams.m_renderHeight = params->renderHeight; dispatchParams.m_jitter = params->jitter; dispatchParams.m_motionVectorScale = params->motionVectorScale; dispatchParams.m_reset = params->resetHistory != 0; dispatchParams.m_flags = MfsrOptionFlags::kReverseDepth; // TODO: make flags available as plugin input dispatchMfsr(s_mfsrContext, cmd, &dispatchParams); cmd->popMarker(); if (s_RendererType == kUnityGfxRendererPS5NGGC) { s_GraphicsAgcPS5->SubmitGraphics(cmd->getSubmitPointer(), cmd->getSubmitSize()); } break; } case 2: // Destroy PSSR context { // TODO: release color input texture // TODO: this still crashes often due to race conditions between dispatch above and release here // The main cause will be that the MFSR context is released before the already dispatched commands are executed on the GPU // Just adding mutexes everywhere is not going to fix that // A cheap but slightly dirty solution would be to run this code only at EndOfFrame from Unity // // Another issue is that we reuse the same static s_mfsrContext pointer when recreating the MFSR context, which can lead to situations where dispatch uses the wrong context object // Multi-buffering those pointers will help with that if (s_mfsrContext != nullptr) { releaseMfsrContext(s_mfsrContext); s_mfsrContext = nullptr; } if (s_mfsrMemoryBlocks != nullptr) { delete[] s_mfsrMemoryBlocks; s_mfsrMemoryBlocks = nullptr; } UNITY_LOG(s_Log, "Destroyed PSSR context"); break; } } }