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
{
protected override string VariantName => "SGSR2 2-Pass CS";
protected override void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
Convert(cmd, context);
Upscale(cmd, context);
}
private void Convert(CommandBuffer cmd, PostProcessRenderContext context)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.convert;
int kernelIndex = shader.FindKernel("CS");
cmd.SetComputeConstantBufferParam(shader, "cbSGSR2", _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, "cbSGSR2", _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);
}
}
}