Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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using System;
using System.Runtime.InteropServices;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.PostProcessing
{
internal class PSSRUpscaler : Upscaler
{
#if UNITY_PS5
public static bool IsSupported => UnityEngine.PS5.Utility.isTrinityMode && PluginInitialized;
private static readonly bool PluginInitialized;
private static uint _currentContext;
private PSSRPlugin.DispatchParams _dispatchParams;
private IntPtr _dispatchParamsBuffer;
private RenderTexture _inputColor;
private readonly RenderTexture[] _inputDepth = new RenderTexture[2];
private readonly RenderTexture[] _inputMotionVectors = new RenderTexture[2];
private Texture2D _outputColor;
private bool _contextInitialized;
private uint _frameCount;
static PSSRUpscaler()
{
try
{
if (PSSRPlugin.InitPssr() < 0)
{
Debug.LogError("Failed to initialize PSSR plugin!");
PluginInitialized = false;
return;
}
}
catch (DllNotFoundException)
{
Debug.LogError("PSSR plugin not found!");
PluginInitialized = false;
return;
}
PluginInitialized = true;
_currentContext = 0;
}
public override void CreateContext(PostProcessRenderContext context, Upscaling config)
{
if (!PluginInitialized)
{
Debug.LogWarning("PSSR plugin is not initialized!");
return;
}
PSSRPlugin.InitParams initParams;
initParams.contextIndex = _currentContext;
initParams.displayWidth = (uint)config.UpscaleSize.x;
initParams.displayHeight = (uint)config.UpscaleSize.y;
initParams.maxRenderWidth = (uint)config.MaxRenderSize.x;
initParams.maxRenderHeight = (uint)config.MaxRenderSize.y;
initParams.autoKeepCopies = 0u; // We use double buffered depth and motion vector copies created by Unity
CreateRenderTexture(ref _inputColor, "PSSR Input Color", config.MaxRenderSize, context.sourceFormat, true);
CreateRenderTextureArray(_inputDepth, "PSSR Input Depth", config.MaxRenderSize, GraphicsFormat.R32_SFloat, true);
CreateRenderTextureArray(_inputMotionVectors, "PSSR Input Motion Vectors", config.MaxRenderSize, GraphicsFormat.R16G16_SFloat, true);
if (PSSRPlugin.CreatePssrContext(ref initParams, out IntPtr outputColorTexturePtr) >= 0 && outputColorTexturePtr != IntPtr.Zero)
{
// PSSR requires an output color texture in a very particular format (k11_11_10Float with kStandard256B tile mode and a specific alignment) that Unity cannot create directly.
// So instead we let the plugin create that texture and then import it into Unity as a generic 32bpp texture from a native pointer.
_outputColor = Texture2D.CreateExternalTexture(config.UpscaleSize.x, config.UpscaleSize.y, TextureFormat.RGBA32, false, true, outputColorTexturePtr);
_dispatchParamsBuffer = Marshal.AllocHGlobal(Marshal.SizeOf<PSSRPlugin.DispatchParams>());
_contextInitialized = true;
}
}
public override void DestroyContext()
{
base.DestroyContext();
if (_contextInitialized)
{
// Rotate between contexts to reduce the risk of race conditions between old and new contexts
uint previousContext = _currentContext;
_currentContext = (_currentContext + 1) % PSSRPlugin.MaxNumContexts;
PSSRPlugin.DestroyPssrContext(previousContext);
_contextInitialized = false;
}
if (_outputColor != null)
{
Object.Destroy(_outputColor);
_outputColor = null;
}
DestroyRenderTextureArray(_inputMotionVectors);
DestroyRenderTextureArray(_inputDepth);
DestroyRenderTexture(ref _inputColor);
if (_dispatchParamsBuffer != IntPtr.Zero)
{
Marshal.FreeHGlobal(_dispatchParamsBuffer);
_dispatchParamsBuffer = IntPtr.Zero;
}
}
public override void Render(PostProcessRenderContext context, Upscaling config)
{
var cmd = context.command;
if (!PluginInitialized || !_contextInitialized)
{
cmd.BlitFullscreenTriangle(context.source, context.destination);
return;
}
cmd.BeginSample("PSSR");
if (config.Reset || _frameCount == 0)
{
cmd.SetRenderTarget(_inputDepth[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_inputDepth[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_inputMotionVectors[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_inputMotionVectors[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
}
int frameIndex = (int)(_frameCount++ % 2);
// We need to provide copies of the previous depth and motion vector buffers anyway, so we can turn this otherwise wasteful copying into a benefit
PrepareInputs(cmd, context, config, _inputColor, _inputDepth[frameIndex], _inputMotionVectors[frameIndex]);
Texture reactiveMask = config.transparencyAndCompositionMask;
if (config.autoGenerateReactiveMask || config.autoGenerateTransparencyAndComposition)
{
reactiveMask = GenerateReactiveMask(cmd, context, config);
}
var flags = PSSRPlugin.OptionFlags.None;
if (SystemInfo.usesReversedZBuffer) flags |= PSSRPlugin.OptionFlags.ReverseDepth;
if (config.exposureSource == Upscaling.ExposureSource.Auto) flags |= PSSRPlugin.OptionFlags.AutoExposure;
_dispatchParams.contextIndex = _currentContext;
_dispatchParams.color = ToNativePtr(_inputColor);
_dispatchParams.depth = ToNativePtr(_inputDepth[frameIndex]);
_dispatchParams.prevDepth = ToNativePtr(_inputDepth[frameIndex ^ 1]);
_dispatchParams.motionVectors = ToNativePtr(_inputMotionVectors[frameIndex]);
_dispatchParams.prevMotionVectors = ToNativePtr(_inputMotionVectors[frameIndex ^ 1]);
_dispatchParams.exposure = ToNativePtr(config.exposureSource switch
{
Upscaling.ExposureSource.Manual when config.exposure != null => config.exposure,
Upscaling.ExposureSource.Unity => context.autoExposureTexture,
_ => null,
});
_dispatchParams.reactiveMask = ToNativePtr(reactiveMask);
_dispatchParams.outputColor = ToNativePtr(_outputColor);
var scaledRenderSize = config.GetScaledRenderSize(context.camera);
_dispatchParams.renderWidth = (uint)scaledRenderSize.x;
_dispatchParams.renderHeight = (uint)scaledRenderSize.y;
_dispatchParams.jitter = config.JitterOffset;
_dispatchParams.motionVectorScale = new Vector2(-scaledRenderSize.x, -scaledRenderSize.y);
_dispatchParams.FromCamera(context.camera);
_dispatchParams.preExposure = config.preExposure;
_dispatchParams.resetHistory = config.Reset ? 1u : 0u;
_dispatchParams.flags = flags;
Marshal.StructureToPtr(_dispatchParams, _dispatchParamsBuffer, false);
cmd.IssuePluginEventAndData(PSSRPlugin.GetRenderEventAndDataFunc(), 1, _dispatchParamsBuffer);
if (config.performSharpenPass)
{
// PSSR output is already pretty sharp, and we don't want to over-sharpen the image, so cut the sharpness range by half
ApplySharpening(cmd, context, config.UpscaleSize, config.sharpness * 0.5f, _outputColor, context.destination);
}
else
{
// Convert the PSSR output from R11G11B10 to the expected destination format
cmd.BlitFullscreenTriangle(_outputColor, context.destination);
}
cmd.EndSample("PSSR");
}
private static IntPtr ToNativePtr(Texture texture)
{
return texture != null ? texture.GetNativeTexturePtr() : IntPtr.Zero;
}
private static class PSSRPlugin
{
public static readonly uint MaxNumContexts = 4;
private const string LibraryName = "PSSRPlugin.prx";
[DllImport(LibraryName)]
public static extern IntPtr GetRenderEventAndDataFunc();
[DllImport(LibraryName)]
public static extern int InitPssr();
[DllImport(LibraryName)]
public static extern void ReleasePssr();
[DllImport(LibraryName)]
public static extern int CreatePssrContext(ref InitParams initParams, out IntPtr outputColorTexturePtr);
[DllImport(LibraryName)]
public static extern void DestroyPssrContext(uint contextIndex);
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct InitParams
{
public uint contextIndex;
public uint displayWidth;
public uint displayHeight;
public uint maxRenderWidth;
public uint maxRenderHeight;
public uint autoKeepCopies;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct DispatchParams
{
public uint contextIndex;
public IntPtr color;
public IntPtr depth;
public IntPtr prevDepth;
public IntPtr motionVectors;
public IntPtr prevMotionVectors;
public IntPtr exposure;
public IntPtr reactiveMask;
public IntPtr outputColor;
public uint renderWidth;
public uint renderHeight;
public Vector2 jitter;
public Vector2 motionVectorScale;
public Matrix4x4 camProjectionNoJitter;
public Vector3 camForward;
public Vector3 camUp;
public Vector3 camRight;
public double camPositionX;
public double camPositionY;
public double camPositionZ;
public float camNear;
public float camFar;
public float preExposure;
public uint resetHistory;
public OptionFlags flags;
public void FromCamera(Camera cam)
{
camProjectionNoJitter = cam.nonJitteredProjectionMatrix;
camForward = cam.transform.forward;
camUp = cam.transform.up;
camRight = cam.transform.right;
camPositionX = cam.transform.position.x;
camPositionY = cam.transform.position.y;
camPositionZ = cam.transform.position.z;
camNear = cam.nearClipPlane;
camFar = cam.farClipPlane;
}
}
[Flags]
public enum OptionFlags: uint
{
None = 0u,
ViewSpaceDepth = 1u << 14,
ReverseDepth = 1u << 15,
AutoExposure = 1u << 16,
PassThrough = 1u << 31,
}
}
#else
public static bool IsSupported => false;
public override void CreateContext(PostProcessRenderContext context, Upscaling config)
{
throw new NotImplementedException();
}
public override void DestroyContext()
{
base.DestroyContext();
}
public override void Render(PostProcessRenderContext context, Upscaling config)
{
throw new NotImplementedException();
}
#endif
}
}