Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace ArmASR
{
/// <summary>
/// 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.
/// </summary>
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,
};
}
}