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142 lines
7.9 KiB
142 lines
7.9 KiB
using System.Runtime.InteropServices;
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using FidelityFX;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.PostProcessing
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{
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internal class SGSR2Upscaler: Upscaler
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{
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public static bool IsSupported => SystemInfo.supportsComputeShaders;
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private RenderTexture _colorLuma;
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private RenderTexture _motionDepthAlpha;
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private RenderTexture _motionDepthClipAlpha;
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private readonly RenderTexture[] _lumaHistory = new RenderTexture[2];
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private readonly RenderTexture[] _upscaleHistory = new RenderTexture[2];
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private readonly ConstantsBuffer<SGSR2.Params> _paramsBuffer = new();
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private uint _frameCount = 0;
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public override void CreateContext(PostProcessRenderContext context, Upscaling config)
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{
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CreateRenderTexture(ref _colorLuma, "ColorLuma", config.MaxRenderSize, GraphicsFormat.R32_UInt, true);
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CreateRenderTexture(ref _motionDepthAlpha, "MotionDepthAlpha", config.MaxRenderSize, GraphicsFormat.R16G16B16A16_SFloat, true);
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CreateRenderTexture(ref _motionDepthClipAlpha, "MotionDepthClipAlpha", config.MaxRenderSize, GraphicsFormat.R16G16B16A16_SFloat, true);
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CreateRenderTextureArray(_lumaHistory, "LumaHistory", config.MaxRenderSize, GraphicsFormat.R32_UInt, true);
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CreateRenderTextureArray(_upscaleHistory, "History", config.UpscaleSize, context.sourceFormat, true);
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_paramsBuffer.Init();
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}
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public override void DestroyContext()
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{
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base.DestroyContext();
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_paramsBuffer.Destroy();
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DestroyRenderTextureArray(_upscaleHistory);
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DestroyRenderTextureArray(_lumaHistory);
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DestroyRenderTexture(ref _motionDepthClipAlpha);
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DestroyRenderTexture(ref _motionDepthAlpha);
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DestroyRenderTexture(ref _colorLuma);
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}
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public override void Render(PostProcessRenderContext context, Upscaling config)
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{
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var cmd = context.command;
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cmd.BeginSample("SGSR2");
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ref var parms = ref _paramsBuffer.Value;
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parms.renderSize = config.GetScaledRenderSize(context.camera);
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parms.displaySize = config.UpscaleSize;
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parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y);
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parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y);
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parms.jitterOffset = config.JitterOffset;
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parms.clipToPrevClip = Matrix4x4.identity; // TODO: clipToPrevClip => (previous_view_proj * inv_vp)
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parms.preExposure = config.preExposure;
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parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y;
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parms.cameraNear = context.camera.nearClipPlane;
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parms.minLerpContribution = 0f;
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parms.bSameCamera = 0u;
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parms.reset = config.Reset ? 1u : 0u;
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_paramsBuffer.UpdateBufferData(cmd);
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if (_frameCount == 0 || config.Reset)
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{
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cmd.SetRenderTarget(_lumaHistory[0]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_lumaHistory[1]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_upscaleHistory[0]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_upscaleHistory[1]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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}
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Convert(cmd, context, config);
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Activate(cmd, context);
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Upscale(cmd, context);
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cmd.EndSample("SGSR2");
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_frameCount++;
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}
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private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
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{
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var shader = context.resources.computeShaders.sgsr2Upscaler.threePassCompute.convert;
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int kernelIndex = shader.FindKernel("CS");
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cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputOpaqueColor", config.ColorOpaqueOnly);
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputColor", context.source);
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputDepth", BuiltinRenderTextureType.CameraTarget, 0, RenderTextureSubElement.Depth);
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputVelocity", BuiltinRenderTextureType.MotionVectors);
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthAlphaBuffer", _motionDepthAlpha);
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cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
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const int threadGroupWorkRegionDim = 8;
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int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1);
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}
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private void Activate(CommandBuffer cmd, PostProcessRenderContext context)
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{
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var shader = context.resources.computeShaders.sgsr2Upscaler.threePassCompute.activate;
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int kernelIndex = shader.FindKernel("CS");
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uint frameIndex = _frameCount % 2;
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cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
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cmd.SetComputeTextureParam(shader, kernelIndex, "PrevLumaHistory", _lumaHistory[frameIndex ^ 1]);
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthAlphaBuffer", _motionDepthAlpha);
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cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
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cmd.SetComputeTextureParam(shader, kernelIndex, "LumaHistory", _lumaHistory[frameIndex]);
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const int threadGroupWorkRegionDim = 8;
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int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1);
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}
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private void Upscale(CommandBuffer cmd, PostProcessRenderContext context)
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{
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var shader = context.resources.computeShaders.sgsr2Upscaler.threePassCompute.upscale;
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int kernelIndex = shader.FindKernel("CS");
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uint frameIndex = _frameCount % 2;
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cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
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cmd.SetComputeTextureParam(shader, kernelIndex, "PrevHistoryOutput", _upscaleHistory[frameIndex ^ 1]);
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
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cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
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cmd.SetComputeTextureParam(shader, kernelIndex, "SceneColorOutput", context.destination);
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cmd.SetComputeTextureParam(shader, kernelIndex, "HistoryOutput", _upscaleHistory[frameIndex]);
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const int threadGroupWorkRegionDim = 8;
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int dispatchDstX = (_paramsBuffer.Value.displaySize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchDstY = (_paramsBuffer.Value.displaySize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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cmd.DispatchCompute(shader, kernelIndex, dispatchDstX, dispatchDstY, 1);
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}
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}
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}
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