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52 lines
3.1 KiB
52 lines
3.1 KiB
using System.Runtime.InteropServices;
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namespace UnityEngine.Rendering.PostProcessing
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{
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internal class SGSR2Upscaler_2PassCS: SGSR2Upscaler
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{
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protected override string VariantName => "SGSR2 2-Pass CS";
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protected override void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
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{
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Convert(cmd, context);
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Upscale(cmd, context);
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}
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private void Convert(CommandBuffer cmd, PostProcessRenderContext context)
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{
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var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.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, "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, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
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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 Upscale(CommandBuffer cmd, PostProcessRenderContext context)
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{
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var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.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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