Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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using System.Runtime.InteropServices;
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);
}
Convert(cmd, context, config);
Upscale(cmd, context);
cmd.EndSample("SGSR2 2-Pass CS");
_frameCount++;
}
private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.convert;
int kernelIndex = shader.FindKernel("CS");
cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.SetComputeTextureParam(shader, kernelIndex, "InputColor", context.source);
cmd.SetComputeTextureParam(shader, kernelIndex, "InputDepth", BuiltinRenderTextureType.CameraTarget, 0, RenderTextureSubElement.Depth);
cmd.SetComputeTextureParam(shader, kernelIndex, "InputVelocity", BuiltinRenderTextureType.MotionVectors);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
const int threadGroupWorkRegionDim = 8;
int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1);
}
private void Upscale(CommandBuffer cmd, PostProcessRenderContext context)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.upscale;
int kernelIndex = shader.FindKernel("CS");
uint frameIndex = _frameCount % 2;
cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.SetComputeTextureParam(shader, kernelIndex, "PrevHistoryOutput", _upscaleHistory[frameIndex ^ 1]);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
cmd.SetComputeTextureParam(shader, kernelIndex, "SceneColorOutput", context.destination);
cmd.SetComputeTextureParam(shader, kernelIndex, "HistoryOutput", _upscaleHistory[frameIndex]);
const int threadGroupWorkRegionDim = 8;
int dispatchDstX = (_paramsBuffer.Value.displaySize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchDstY = (_paramsBuffer.Value.displaySize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
cmd.DispatchCompute(shader, kernelIndex, dispatchDstX, dispatchDstY, 1);
}
}
}