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216 lines
7.6 KiB
216 lines
7.6 KiB
using System;
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using UnityEngine.Experimental.Rendering;
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#if UNITY_PS5
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using WW1.PlayStation;
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#endif
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namespace UnityEngine.Rendering.PostProcessing
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{
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internal class PSSRUpscaler : Upscaler
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{
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#if UNITY_PS5
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public static bool IsSupported => UnityEngine.PS5.Utility.isTrinityMode && PluginInitialized;
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private static readonly bool PluginInitialized;
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private static uint _currentContext;
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private readonly PSSRPlugin.NativeData<PSSRPlugin.DispatchParams> _dispatchParams = new();
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private readonly PSSRPlugin.NativeData<PSSRPlugin.DestroyParams> _destroyParams = new();
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private RenderTexture _inputColor;
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private readonly RenderTexture[] _inputDepth = new RenderTexture[2];
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private readonly RenderTexture[] _inputMotionVectors = new RenderTexture[2];
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private Texture2D _outputColor;
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private bool _contextInitialized;
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private uint _frameCount;
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static PSSRUpscaler()
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{
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try
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{
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if (PSSRPlugin.Init() < 0)
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{
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Debug.LogError("Failed to initialize PSSR plugin!");
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PluginInitialized = false;
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return;
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}
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}
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catch (DllNotFoundException)
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{
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Debug.LogError("PSSR plugin not found!");
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PluginInitialized = false;
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return;
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}
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PluginInitialized = true;
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_currentContext = 0;
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}
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public override void CreateContext(PostProcessRenderContext context, Upscaling config)
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{
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if (!PluginInitialized)
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{
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Debug.LogWarning("PSSR plugin is not initialized!");
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return;
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}
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PSSRPlugin.InitParams initParams;
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initParams.contextIndex = _currentContext;
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initParams.displayWidth = (uint)config.UpscaleSize.x;
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initParams.displayHeight = (uint)config.UpscaleSize.y;
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initParams.maxRenderWidth = (uint)config.MaxRenderSize.x;
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initParams.maxRenderHeight = (uint)config.MaxRenderSize.y;
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initParams.autoKeepCopies = 0u; // We use double buffered depth and motion vector copies created by Unity
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CreateRenderTexture(ref _inputColor, "PSSR Input Color", config.MaxRenderSize, context.sourceFormat, true);
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CreateRenderTextureArray(_inputDepth, "PSSR Input Depth", config.MaxRenderSize, GraphicsFormat.R32_SFloat, true);
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CreateRenderTextureArray(_inputMotionVectors, "PSSR Input Motion Vectors", config.MaxRenderSize, GraphicsFormat.R16G16_SFloat, true);
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if (PSSRPlugin.CreateContext(ref initParams, out IntPtr outputColorTexturePtr) >= 0 && outputColorTexturePtr != IntPtr.Zero)
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{
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// 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.
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// So instead we let the plugin create that texture and then import it into Unity as a generic 32bpp texture from a native pointer.
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_outputColor = Texture2D.CreateExternalTexture(config.UpscaleSize.x, config.UpscaleSize.y, TextureFormat.RGBA32, false, true, outputColorTexturePtr);
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_dispatchParams.Initialize();
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_destroyParams.Initialize();
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_contextInitialized = true;
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}
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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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if (_contextInitialized)
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{
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// Rotate between contexts to reduce the risk of race conditions between old and new contexts
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uint previousContext = _currentContext;
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_currentContext = (_currentContext + 1) % PSSRPlugin.MaxNumContexts;
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CommandBuffer cmd = new();
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PSSRPlugin.IssuePluginEvent(cmd, PSSRPlugin.Event.Destroy, new IntPtr(previousContext));
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Graphics.ExecuteCommandBuffer(cmd);
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cmd.Release();
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_contextInitialized = false;
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}
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if (_outputColor != null)
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{
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Object.Destroy(_outputColor);
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_outputColor = null;
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}
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DestroyRenderTextureArray(_inputMotionVectors);
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DestroyRenderTextureArray(_inputDepth);
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DestroyRenderTexture(ref _inputColor);
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_destroyParams.Destroy();
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_dispatchParams.Destroy();
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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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if (!PluginInitialized || !_contextInitialized)
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{
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cmd.BlitFullscreenTriangle(context.source, context.destination);
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return;
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}
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cmd.BeginSample("PSSR");
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if (config.Reset || _frameCount == 0)
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{
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cmd.SetRenderTarget(_inputDepth[0]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_inputDepth[1]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_inputMotionVectors[0]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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cmd.SetRenderTarget(_inputMotionVectors[1]);
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cmd.ClearRenderTarget(false, true, Color.clear);
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}
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int frameIndex = (int)(_frameCount++ % 2);
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// 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
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PrepareInputs(cmd, context, config, _inputColor, _inputDepth[frameIndex], _inputMotionVectors[frameIndex]);
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Texture reactiveMask = config.transparencyAndCompositionMask;
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if (config.autoGenerateReactiveMask || config.autoGenerateTransparencyAndComposition)
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{
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reactiveMask = GenerateReactiveMask(cmd, context, config);
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}
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var flags = PSSRPlugin.OptionFlags.None;
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if (SystemInfo.usesReversedZBuffer) flags |= PSSRPlugin.OptionFlags.ReverseDepth;
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if (config.exposureSource == Upscaling.ExposureSource.Auto) flags |= PSSRPlugin.OptionFlags.AutoExposure;
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ref var dispatchParams = ref _dispatchParams.Value;
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dispatchParams.contextIndex = _currentContext;
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dispatchParams.color = ToNativePtr(_inputColor);
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dispatchParams.depth = ToNativePtr(_inputDepth[frameIndex]);
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dispatchParams.prevDepth = ToNativePtr(_inputDepth[frameIndex ^ 1]);
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dispatchParams.motionVectors = ToNativePtr(_inputMotionVectors[frameIndex]);
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dispatchParams.prevMotionVectors = ToNativePtr(_inputMotionVectors[frameIndex ^ 1]);
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dispatchParams.exposure = ToNativePtr(config.exposureSource switch
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{
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Upscaling.ExposureSource.Manual when config.exposure != null => config.exposure,
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Upscaling.ExposureSource.Unity => context.autoExposureTexture,
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_ => null,
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});
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dispatchParams.reactiveMask = ToNativePtr(reactiveMask);
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dispatchParams.outputColor = ToNativePtr(_outputColor);
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var scaledRenderSize = config.GetScaledRenderSize(context.camera);
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dispatchParams.renderWidth = (uint)scaledRenderSize.x;
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dispatchParams.renderHeight = (uint)scaledRenderSize.y;
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dispatchParams.jitter = config.JitterOffset;
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dispatchParams.motionVectorScale = new Vector2(-scaledRenderSize.x, -scaledRenderSize.y);
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dispatchParams.FromCamera(context.camera);
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dispatchParams.preExposure = config.preExposure;
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dispatchParams.resetHistory = config.Reset ? 1u : 0u;
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dispatchParams.flags = flags;
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PSSRPlugin.IssuePluginEvent(cmd, PSSRPlugin.Event.Dispatch, _dispatchParams);
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if (config.performSharpenPass)
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{
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// PSSR output is already pretty sharp, and we don't want to over-sharpen the image, so cut the sharpness range by half
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ApplySharpening(cmd, context, config.UpscaleSize, config.sharpness * 0.5f, _outputColor, context.destination);
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}
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else
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{
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// Convert the PSSR output from R11G11B10 to the expected destination format
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cmd.BlitFullscreenTriangle(_outputColor, context.destination);
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}
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cmd.EndSample("PSSR");
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}
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private static IntPtr ToNativePtr(Texture texture)
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{
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return texture != null ? texture.GetNativeTexturePtr() : IntPtr.Zero;
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}
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#else
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public static bool IsSupported => false;
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public override void CreateContext(PostProcessRenderContext context, Upscaling config)
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{
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throw new NotImplementedException();
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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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}
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public override void Render(PostProcessRenderContext context, Upscaling config)
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{
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throw new NotImplementedException();
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}
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#endif
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}
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}
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